Human NPCs [Level 24]
Human Battle Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +17
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 39, Reflex 33, Will 39
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 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
- +30 vs. AC; 2d10 + 16 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] Haunting Strike (standard) ✦ Weapon
- +32 vs. AC; 4d10 + 16 damage. The next attack roll the human cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +30 vs. AC; 3d10 + 16 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.
- □ Purify (standard)
- Every effect that a save can end is removed from the human cleric and each ally within 10 squares.
- ○○○ 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, Insight +22, Religion +18
Str 25 (+19); Dex 13 (+13); Wis 21 (+17);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 34, Reflex 33, Will 41
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +28 vs. Reflex; 2d8 + 16 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; +28 vs. Reflex; 2d6 + 16 radiant damage, and one ally the human cleric can see chooses either to gain 17 temporary
hit points or to make a saving throw.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +28 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The human cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the human cleric’s next turn and can spend a healing surge.
Add +5 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +28 vs. Reflex; 5d10 + 16 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 + 16 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The human cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the human cleric within 5 squares
of its previous location.
- ○○○ 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 +24, History +18, Religion +18
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 14 (+14); Int 12 (+13); Cha 21 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +14
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 41, Reflex 34, Will 34
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 7 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and an enemy adjacent to the human fighter other than the target takes 7 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +30 vs. AC; 3d12 + 16 damage (crit 52 + 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: +30 vs. AC; 1d12 + 16 damage
(crit 28 + 3d12).
- □ No Surrender (no action) ✦ Healing
- When the human fighter’s hit points drop to 0 or lower.
The human fighter regains hit points up to one-half the human fighter’s maximum hit points. However, the human fighter takes
a –2 penalty to attack rolls until the end of the encounter.
- 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 +24, Endurance +22, Intimidate +18
Str 25 (+19); Dex 15 (+14); Wis 14 (+14);
Con 21 (+17); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 41, Reflex 39, Will 34
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+31 vs. AC; 2d8 + 16 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
- +33 vs. AC; 2d8 + 9 damage.
- ○ [M] Fangs of Steel (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
human fighter’s melee reach. Secondary Attack: +31 vs. AC; 2d8 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +31 vs. AC; 4d8 + 16 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The human fighter gains an action point that the human fighter must spend during the human fighter’s current turn.
- 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 +19, Intimidate +18, Streetwise +18
Str 25 (+19); Dex 21 (+17); Wis 14 (+14);
Con 15 (+14); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 40, Reflex 34, Will 38
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +31 vs. AC; 2d10 + 16 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
- +31 vs. AC; 2d10 + 16 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +31 vs. AC; 3d10 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the human paladin other than the primary target. Secondary Attack: +31 vs. AC; 1d10 + 16 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 16 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.
- □ Cleansing Burst (minor)
- The human paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +17, Intimidate +22, Religion +18
Str 25 (+19); Dex 13 (+13); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 21 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 41; Fortitude 38, Reflex 36, Will 40
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage, and the human paladin gains 2 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage. If the human paladin has marked the target, it takes a –2 penalty to attack rolls until the end
of the human paladin’s next turn.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +28 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +28 vs. Reflex; 3d10 + 16 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 + 9 fire damage and
grant combat advantage to the human paladin and the human paladin’s allies. Sustain Minor: The zone persists.
- ● 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.
- □ United in Faith (minor) ✦ Healing
- The human paladin and each ally within 5 squares can spend a healing surge.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +15, Intimidate +24, Religion +18
Str 21 (+17); Dex 13 (+13); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 25 (+19)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +19; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 41; Fortitude 38, Reflex 40, Will 34
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +30 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 9 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +30 vs. AC; 2d10 + 16 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +30 vs. Fortitude; 4d10 + 16 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +30 vs. AC; 2d10 + 16 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.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the human ranger’s turn, enemies treat the human ranger as invisible if the human ranger has cover or concealment
from them. An enemy still knows the square occupied by the human ranger if it saw the human ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 +19, Perception +19, Stealth +23
Str 21 (+17); Dex 25 (+19); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +19
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 40, Reflex 38, Will 34
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +31/+31 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +31 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +31 vs. AC; 2d8 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the human ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the human ranger and misses before the start of the human ranger’s next turn,
make a melee basic attack against it with both the human ranger’s main weapon and the human ranger’s off-hand weapon as an
immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +33 vs. AC; 2d8 + 16 damage.
Longsword (second attack; off hand): +33 vs. AC; 2d8 + 16 damage.
Longsword (third attack; main):
+33 vs. AC; 1d8 + 16 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.
- □ Hit the Dirt (immediate interrupt)
- When the human ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +19, Perception +19, Stealth +21
Str 25 (+19); Dex 21 (+17); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +19; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 37, Reflex 41, Will 34
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +31 vs. Reflex; 2d6 + 16 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 16 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: +29 vs. AC; 2d6 + 14 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +31 vs. Fortitude; 4d6 + 16 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.
- ○ Dazzling Acrobatics (move)
- The human rogue can shift twice the human rogue’s speed. The human rogue can climb at full speed as part of this move. If
an enemy attacks the human rogue while the human rogue shifts, the human rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the human rogue.
Targets the creature the human rogue’s ally damaged; +31 vs. AC; 2d6 + 16 damage.
- 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 +24, Stealth +24, Thievery +24
Str 21 (+17); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +19; Senses Perception +18
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 34, Reflex 41, Will 37
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 2d6 + 21 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 21 damage.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the human rogue.
The human rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +31 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. Will; 5d6 + 16 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 from the Light (minor)
- The human rogue must already be hidden to use this power. The human rogue is invisible until the end of the encounter or until
the human rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack
or an at-will attack.
- 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 +18, Stealth +24, Thievery +24
Str 15 (+14); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 34, Reflex 38, Will 40
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 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; +23 vs. Fortitude; 2d6 + 11 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 11 damage.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +28 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the human warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +28 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.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The human warlock becomes invisible until the start of the human warlock’s next turn and teleports 20 squares. The human warlock
leaves behind an illusory image of the human warlock that persists as long as the human warlock is invisible. This image stands
in place, takes no actions, and uses the human warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the human warlock makes an attack, the human warlock becomes visible.
Sustain Standard: The human warlock remains invisible as long as the human warlock doesn’t make an attack.
- ● 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 +22, Bluff +24, Insight +19
Str 12 (+13); Dex 13 (+13); Wis 14 (+14);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 39, Reflex 38, Will 35
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 vs. Reflex; 2d6 + 16 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +28 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ 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.
- ● 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The human warlock grows wings and gains a fly speed equal to the human warlock’s speed until the end of the encounter or for
5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains 24 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +22, History +22, Intimidate +19
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 21 (+17); Cha 15 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 35; Fortitude 39, Reflex 35, Will 38
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 vs. Reflex; 2d6 + 16 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 14 damage, and the human warlock can swap places with the target. After swapping places with
the target, the human warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 14 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 + 9 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.
- ○ Entropic Ward (minor)
- Until the end of the human warlock’s next turn, anyone who attacks the human warlock must roll two dice and take the lower
result. Each time an attack misses due to this effect, the human warlock gains a cumulative +1 power bonus to the human warlock’s
next attack roll.
- ● 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 +19, Insight +18, Religion +19
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 15 (+14); Cha 21 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 40, Reflex 34, Will 38
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +30 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +30 vs. AC; 3d10 + 16 damage, and the target is weakened until the end of the human warlord’s next turn. Until the end of
the encounter, the human warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 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.
- □ Heart of the Titan (standard)
- The human warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ 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 17 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 +18, History +19, Intimidate +22
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 21 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 40, Reflex 38, Will 35
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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
- +31 vs. AC; 2d8 + 16 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] Sudden Assault (standard) ✦ Weapon
- +31 vs. AC; 1d8 + 16 damage, and an ally of the human warlord’s choice within 5 squares of the human warlord takes a standard
action. The human warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the human warlord for
attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +31 vs. AC; 4d8 + 16 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.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the human warlord slides each target 5 squares.
- ○○○ 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 +18, History +22, Intimidate +19
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 14 (+14); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +17
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 38; Fortitude 34, Reflex 39, Will 39
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +28 vs. Fortitude; 2d6 + 16 thunder damage, and the target is pushed 5 squares.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +28 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the human wizard’s next turn, or the human wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +28 vs. Reflex; 2d10 + 16 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 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The human wizard gains two extra standard actions, which the human wizard can’t use to attack other creatures.
- ○ 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.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +24, Insight +22, Nature +22
Str 12 (+13); Dex 15 (+14); Wis 21 (+17);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 38; Fortitude 34, Reflex 39, Will 36
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +28 vs. Reflex; 4d4 + 16 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +28 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +28 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +28
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +28 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +28 vs. Reflex; 5d6 + 16 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The human wizard and each ally within 5 squares gain a speed of fly 8 until the end of the human wizard’s next turn. Sustain
Minor: The human wizard can sustain this power until the end of the encounter or for 5 minutes. If the human wizard does
not sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +24, Dungeoneering +19, History +24
Str 12 (+13); Dex 21 (+17); Wis 15 (+14);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 35, Reflex 38, Will 40
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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
- +31 vs. AC; 2d10 + 16 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] Phase Duel (standard) ✦ Weapon
- +31 vs. AC; 3d10 + 16 damage, and until the end of the human avenger’s next turn, the human avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the human avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the human avenger before 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 +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +28 vs. Will; 4d8 + 16 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the human avenger to 0 hit points or fewer and doesn’t kill you.
The human avenger is dying but doesn’t fall unconscious. Until the end of the human avenger’s next turn, the human avenger
doesn’t take any damage after the triggering attack, and the human avenger gains a +4 bonus to attack rolls. At the end of
the human avenger’s next turn, the human avenger falls unconscious if the human avenger is still dying.
- 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 +19, Intimidate +18, Religion +22
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 14 (+14); Int 21 (+17); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 35, Reflex 38, Will 40
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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; +28 vs. Reflex; 2d8 + 16 radiant damage, and the human avenger gains 7 temporary hit points.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +31 vs. AC; 4d10 + 16 radiant damage, and if the target is not adjacent to the human avenger at the start of the human avenger’s
next turn, the human avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
human avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +31 vs. AC; 5d10 + 16 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the human avenger gains phasing, and the human avenger takes half damage from opportunity
attacks.
- ○ [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 +22, Religion +18, Stealth +22
Str 15 (+14); Dex 21 (+17); Wis 25 (+19);
Con 14 (+14); Int 13 (+13); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18
HP 271; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 39; Fortitude 41, Reflex 37, Will 34
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 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.
+30 vs. AC; 2d12 + 2d6 + 16 damage (crit 52 + 3d12), and the human barbarian gains 5 temporary hit points, +5 temporary hit
points if the human barbarian is raging.
- ○ [M] Fatal Strike (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the human barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +30 vs. AC; 4d12 + 16 damage (crit 64 + 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.
- ○ Swift Charge (free)
- When the human barbarian’s attack reduces an enemy to 0 hit points.
The human barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the human barbarian is hit by an attack.
Until the end of the human barbarian’s next turn, the human barbarian gains resist 17 to all damage.
- 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 +23, Endurance +21, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 21 (+17); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 41, Reflex 37, Will 37
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 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
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +30 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and each enemy adjacent to the human barbarian takes a –5 penalty to attack
rolls until the end of the human barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +30 vs. AC; 3d12 + 16 damage (crit 52 + 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.
- □ Untouched (minor)
- The human barbarian makes a saving throw against each effect on the human barbarian that a save can end. The human barbarian
gains a +2 bonus to each saving throw.
- ○ [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.
- 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 +23, Intimidate +22, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 15 (+14); Int 12 (+13); Cha 21 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 34, Reflex 39, Will 40
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 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; +28 vs. Reflex; 2d8 + 16 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] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +28 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the human bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
human bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +28 vs. Reflex; 3d8 + 16 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.
- ○○○ 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.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 +22, Bluff +24, Perception +18
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 36, Will 40
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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
- +31 vs. AC; 2d8 + 16 damage, and any ally who hits the target before the end of the human bard’s next turn gains 5 temporary
hit points.
- ○ [M] Weal and Woe (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the human bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 +19, Athletics +18, Perception +18
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 21 (+17); Int 15 (+14); Cha 25 (+19)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 35, Will 40
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +28 vs. Reflex; 2d8 + 16 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; +28 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +28 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] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +28 vs. Reflex; 2d6 + 16 lightning damage, and the target is slowed until the end of the human druid’s
next turn. Hit or Miss: Until the end of the human druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +28 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 16 damage. Miss: 1d6 + 16 damage, and the target is immobilized until the end of the human druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The human druid and each ally with 5 squares grows revitalizing roots. Until the end of the human druid’s next turn, each
target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he
or she regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The human druid changes from the human druid’s humanoid form to beast form or vice versa. When the human druid changes from
beast form back to the human druid’s humanoid form, the human druid shifts 1 square. While the human druid is in beast form,
the human druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the human druid can sustain
such powers. The human druid can use this power once per round.
- Primal Guardian
- While the human druid is not wearing heavy armor, the human druid can use the human druid’s Constitution modifier in place
of the human druid’s Dexterity or Intelligence modifier to determine the human druid’s AC.
- Human Perseverance [Feat]
- The human druid gains a +1 feat bonus to saving throws.
Skills Heal +24, Insight +24, Nature +24
Str 14 (+14); Dex 15 (+14); Wis 25 (+19);
Con 21 (+17); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +24
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 34, Reflex 38, Will 40
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +28 vs. Reflex; 2d8 + 16 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; +28 vs. Reflex; 2d6 + 9 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
- +28 vs. Reflex; 2d8 + 16 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.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +28 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the human druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +28 vs. Fortitude; 3d10 + 16 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the human druid uses wild shape to change into beast form, the human druid becomes
insubstantial and gain phasing until the end of the human druid’s turn.
- 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 +18, Nature +24, Perception +24
Str 14 (+14); Dex 21 (+17); Wis 25 (+19);
Con 15 (+14); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 39; Fortitude 35, Reflex 38, Will 40
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +28 vs. Reflex; 2d8 + 16 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; +28 vs. Reflex; 2d6 + 16 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.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +28 vs. Will; 5d6 + 16 damage, and the target is dazed until the end of the human invoker’s next turn. Until the
end of the human invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +28 vs. Will; 5d6 + 16 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.
- □ Covenant of Vengeance (minor)
- Choose either the human invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the human invoker and the human invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the human invoker’s next 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.
- 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 +22, History +22, Religion +22
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 15 (+14); Int 21 (+17); Cha 13 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 38, Reflex 35, Will 40
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +28 vs. Fortitude; 2d10 + 16 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; +28 vs. Fortitude; 1d10 + 16 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +28 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the human invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +28 vs. Fortitude; 7d6 + 16 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 +21, Insight +24, Religion +19
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 21 (+17); Int 15 (+14); Cha 13 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +24
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 35; Fortitude 38, Reflex 34, Will 40
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Will; 2d8 + 16 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; +28 vs. Reflex; 2d8 + 16 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 Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Reflex; 2d10 + 16 damage. Until the end of the human shaman’s next turn, any ally takes half damage
from any source while adjacent to the human shaman’s spirit companion. Each ally adjacent to the human shaman’s spirit companion
gains 6 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +28 vs. Fortitude; 2d10 + 16 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:
+28 vs. Reflex; 2d10 + 16 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 22 damage to the spirit, the spirit disappears,
and the human shaman takes 17 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.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the human shaman and the human shaman’s allies are insubstantial.
- ● [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; +28 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 +22, Nature +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 21 (+17); Int 15 (+14); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +24
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 35, Reflex 37, Will 40
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Fortitude; 2d10 + 16 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; +28 vs. Reflex; 2d8 + 16 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Fortitude; 4d6 + 16 damage. Until the end of the human shaman’s next turn, when any ally adjacent
to the human shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +28 vs. Reflex; 4d8 + 16 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 the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 22 damage to the spirit, the spirit disappears,
and the human shaman takes 17 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.
- ● [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; +28 vs. Reflex; 2d10 + 16 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 +18, Nature +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 15 (+14); Int 21 (+17); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +13
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 34, Reflex 37, Will 41
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +28 vs. Will; 2d10 + 25 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:
+28 vs. Will; 1d6 + 18 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; +28 vs. Fortitude; 2d8 + 25 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [R] Plates of Ice (standard) ✦ Cold
- Ranged 20; +28 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the human sorcerer’s next
turn. If the human sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 18
cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +28 vs. Reflex; 6d6 + 25 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.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the human sorcerer’s next turn, the human sorcerer becomes insubstantial, the human sorcerer gains a fly
speed equal to the human sorcerer’s speed, and the human sorcerer can hover.
- 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 +18, Bluff +24, Endurance +19
Str 15 (+14); Dex 21 (+17); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 41
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +28 vs. Reflex; 2d8 + 25 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; +28 vs. Fortitude; 2d8 + 25 cold damage, and the target is pushed 1 square. This power can be used as a ranged
basic attack.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +28 vs. Reflex; 5d6 + 25 acid damage. Until the end of the human sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +28 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.
- □ Platinum Scales (immediate interrupt)
- When the human sorcerer is hit by an attack.
Until the end of the encounter, the human sorcerer gains a +5 power bonus to all defenses.
- 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 +18, Athletics +22, History +18
Str 21 (+17); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19
HP 271; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 35
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 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
- +30 vs. AC; 2d10 + 16 damage, and the human warden gains 5 temporary hit points.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +30 vs. Reflex; the human warden pulls the target 2 squares to a space that
must be adjacent to the human warden. Make a secondary attack against the target. Secondary Attack: +32 vs. AC; 3d10
+ 16 damage. Special: If either attack hits, the target is also slowed until the start of the human warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +30 vs. AC; 4d10 + 16 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.
- □ Panacea (minor)
- The human warden makes a saving throw with a +4 power bonus. The human warden also gains a +4 power bonus to saving throws
until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the human warden that is within 5 squares of the human warden makes an attack that does not include
the human warden as a target.
Targets the triggering enemy; The human warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Earthstrength
- When the human warden uses the human warden’s second wind, the human warden gains an additional +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 +21, Nature +19, Perception +19
Str 25 (+19); Dex 14 (+14); Wis 15 (+14);
Con 21 (+17); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +22
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 40, Reflex 34, Will 38
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is pulled 1 square.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and the target is dazed until the end of the human warden’s next turn. Until
the end of the human warden’s next turn, the human warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the human warden shifts 1 square. +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The human warden spends a healing surge. In addition, the human warden regains the use of an encounter attack power the human
warden has already used during this encounter.
- ● [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; +30 vs. Fortitude; 2d12 + 16 damage (crit 40 + 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 +23, Nature +22, Perception +22
Str 25 (+19); Dex 14 (+14); Wis 21 (+17);
Con 15 (+14); Int 12 (+13); Cha 13 (+13)
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.