Human NPCs [Level 26]

Human Battle Cleric [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +18
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 41, Reflex 35, Will 41
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 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
+32 vs. AC; 2d10 + 17 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
+34 vs. AC; 4d10 + 17 damage. The next attack roll the human cleric makes against the target gains a +2 power bonus.
□ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
+32 vs. AC; 6d10 + 17 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
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 6d6 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 +23, Insight +23, Religion +19
Str 25 (+20); Dex 13 (+14); Wis 21 (+18);
Con 14 (+15); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Human Devoted Cleric [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +20
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 43
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+27 vs. AC; 2d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 2d6 + 17 radiant damage, and one ally the human cleric can see chooses either to gain 18 temporary hit points or to make a saving throw.
○ [A] Healing Torch (standard) ✦ Healing, Radiant
Area burst 5 within 10; targets enemies; +30 vs. Will; 3d8 + 17 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.
□ [C] Sacred Word (standard) ✦ Psychic
Close burst 5; targets enemies; +30 vs. Fortitude; 4d10 + 17 psychic damage, and the target is stunned until the end of the human cleric’s next turn. Miss: Half damage, and the target is not stunned.
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 6d6 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 +25, History +19, Religion +19
Str 15 (+15); Dex 13 (+14); Wis 25 (+20);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Human Greatweapon Fighter [Level 26 Soldier]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +15
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 43, Reflex 36, Will 36
Saving Throws +1
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +32 vs. AC; 2d6 + 17 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12). Miss: 7 damage.
● [M] Cleave (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12), and an enemy adjacent to the human fighter other than the target takes 7 damage.
○ [M] Hack’n’ Slash (standard) ✦ Weapon
+32 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
□ [M] Reign of Terror (standard) ✦ Reliable, Weapon
+32 vs. AC; 6d12 + 17 damage (crit 89 + 3d12), and all of the human fighter’s enemies that the human fighter can see are marked until the end of the human fighter’s next turn. Miss: The power is not expended.
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 +25, Endurance +23, Intimidate +19
Str 25 (+20); Dex 15 (+15); Wis 14 (+15);
Con 21 (+18); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Human Guardian Fighter [Level 26 Soldier]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +15
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 43, Reflex 41, Will 36
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+33 vs. AC; 2d8 + 17 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
+35 vs. AC; 2d8 + 10 damage.
○ [M] Fangs of Steel (standard) ✦ Weapon
+33 vs. AC; 3d8 + 22 damage, and make a secondary attack against one creature adjacent to the primary target and within the human fighter’s melee reach. Secondary Attack: +33 vs. AC; 2d8 + 22 damage.
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.
Reaper’s Stance (minor) ✦ Stance, Weapon
Whenever the human fighter uses a fighter power, the human fighter can score a critical hit on a roll of 19–20, and the human fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the human fighter takes 1d8 + 10 damage damage and ongoing 10 damage (save ends), as long as the human fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the human fighter uses another stance power.
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 +20, Intimidate +19, Streetwise +19
Str 25 (+20); Dex 21 (+18); Wis 14 (+15);
Con 15 (+15); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Human Avenging Paladin [Level 26 Soldier]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +15
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 42, Reflex 36, Will 40
Saving Throws +1
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+33 vs. AC; 2d10 + 17 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
+33 vs. AC; 2d10 + 17 damage, with +1 to hit per enemy adjacent to the human paladin.
○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
+33 vs. AC; 3d10 + 17 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: +33 vs. AC; 1d10 + 17 thunder damage, and the target is knocked prone.
□ [M] Exalted Retribution (standard) ✦ Weapon
+33 vs. AC; 4d10 + 17 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from the human paladin when it attacks (save ends). The human paladin gains a +2 bonus to the opportunity attack roll and deals an extra 1d10 damage.
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 +18, Intimidate +23, Religion +19
Str 25 (+20); Dex 13 (+14); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Human Protecting Paladin [Level 26 Soldier]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +15
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 43; Fortitude 40, Reflex 38, Will 42
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+31 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +30 vs. AC; 2d6 + 15 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage, and the human paladin gains 2 temporary hit points.
● [M] Enfeebling Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 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; +30 vs. Will; 4d10 + 17 radiant damage, and the target is pulled 2 squares.
□ [C] To the Nine Hells with You (standard) ✦ Fire
Close burst 5; targets enemies; +30 vs. Will; 6d6 + 17 damage Miss: Half damage. Hit or Miss: The target suffers ongoing 10 fire damage (save ends). The target is marked until the end of the human paladin’s next turn.
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 +16, Intimidate +25, Religion +19
Str 21 (+18); Dex 13 (+14); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 25 (+20)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Human Archer Ranger [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +20; Senses Perception +20
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 43; Fortitude 40, Reflex 42, Will 36
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+31 vs. AC; 2d8 + 15 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+31 vs. AC; 2d6 + 15 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +32 vs. AC; 2d10 + 17 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +31/+31 vs. AC; 2d8 + 10 damage (main)/2d6 + 10 damage (off-hand).
Longbow: Ranged 20/40; +32 vs. AC (twice); 2d10 + 10 damage.
● [R] Nimble Strike (standard) ✦ Weapon
The human ranger can shift 1 square before or after the attack. Ranged 20/40; +32 vs. AC; 2d10 + 17 damage.
○ [R] Hammer Shot (standard) ✦ Weapon
Ranged 20/40; +32 vs. Fortitude; 4d10 + 17 damage, and the target is pushed 4 squares.
□ [C] Unstoppable Arrows (standard) ✦ Weapon
Close blast 5; targets enemies; +32 vs. AC; 3d10 + 17 damage. Miss: Half damage.
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 +20, Perception +20, Stealth +24
Str 21 (+18); Dex 25 (+20); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Human Two-Blade Ranger [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +20
HP 245; Bloodied 122
Healing Surges (+61 hp) ○○○
AC 41; Fortitude 42, Reflex 40, Will 36
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +30 vs. AC; 2d10 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +33/+33 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 10 damage.
● [M] Hit and Run (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 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): +33 vs. AC; 2d8 + 17 damage.
Longsword (off hand): +33 vs. AC; 2d8 + 17 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/R] Bloodstorm (standard) ✦ Weapon
Two attacks on one creature.
Longsword/Longsword: +33/+33 vs. AC; 2d8 + 17 damage (main)/2d8 + 17 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 15 damage.
Miss: Half damage per attack. Hit or Miss: After making these attacks, the human ranger can shift 2 squares.
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 +20, Perception +20, Stealth +22
Str 25 (+20); Dex 21 (+18); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Human Brawny Rogue [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +20; Senses Perception +14
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 39, Reflex 43, Will 36
Saving Throws +1
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+31 vs. AC; 2d6 + 15 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +33 vs. AC; 2d6 + 17 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+33 vs. Reflex; 2d6 + 17 damage.
● [M] Riposte Strike (standard) ✦ Weapon
+33 vs. AC; 2d6 + 17 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: +31 vs. AC; 2d6 + 15 damage.
□ [M] Ghost on the Wind (standard) ✦ Weapon
+33 vs. Will; 6d6 + 17 damage, and the human rogue becomes invisible. The human rogue shifts into any square adjacent to the target and reappear at the start of the human rogue’s next turn. The human rogue has combat advantage against the target until the end of the human rogue’s next turn. Miss: Half damage, the human rogue can shift 1 square to another square adjacent to the target, and the human rogue has combat advantage against the target until the end of the human rogue’s next turn.
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; +33 vs. AC; 2d6 + 17 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 +25, Stealth +25, Thievery +25
Str 21 (+18); Dex 25 (+20); Wis 13 (+14);
Con 14 (+15); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Human Trickster Rogue [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +20; Senses Perception +19
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 36, Reflex 43, Will 39
Saving Throws +1
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+28 vs. AC; 2d6 + 12 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +33 vs. AC; 2d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
The human rogue can move 2 squares before the attack.
● [M/R] Sly Flourish (standard) ✦ Weapon
Short Sword: +33 vs. AC; 2d6 + 22 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 2d6 + 22 damage.
○ [M/R] Knave’s Gambit (standard) ✦ Weapon
Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 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] Hamstring (standard) ✦ Weapon
Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target takes ongoing 5 damage and is slowed (save ends both).
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 +19, Stealth +25, Thievery +25
Str 15 (+15); Dex 25 (+20); Wis 13 (+14);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Human Fey-Pact Warlock [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +15
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 36, Reflex 40, Will 42
Saving Throws +1
Speed 6

● [m] Spear (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +30 vs. Will; 2d6 + 17 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; +25 vs. Fortitude; 2d6 + 12 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 2d6 + 12 damage.
○ [R] Thorns of Venom (standard) ✦ Poison
Ranged 10; +30 vs. Fortitude; 3d8 + 17 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
Ranged 5; +30 vs. Will; 4d10 + 17 psychic damage. Until the end of the encounter, every time the human warlock takes damage, the human warlock makes a +30 vs. Will attack against the target; if the attack hits, the human warlock takes half damage and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the human warlock is adjacent to the target, the images of the human warlock both begin to flow together, such that anyone who attacks one has a 50% chance of accidentally hitting the other instead.
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 +23, Bluff +25, Insight +20
Str 12 (+14); Dex 13 (+14); Wis 14 (+15);
Con 15 (+15); Int 21 (+18); Cha 25 (+20)
Equipment leather armor, spear

-1 Level / +1 Level

Human Infernal-Pact Warlock [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +14
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 41, Reflex 40, Will 37
Saving Throws +1
Speed 6

● [m] Mace (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the human warlock takes damage before the end of the human warlock’s next turn, the target takes an extra 2d6 + 17 fire damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 2d6 + 17 damage.
○ [C] Spiteful Darts (standard)
Close blast 5; +30 vs. Reflex; 4d8 + 17 damage, and the target is pushed 8 squares.
□ [R] Tartarean Tomb (standard)
Ranged 10; +30 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than the human warlock cannot gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
Warlock’s Curse (minor)
The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human warlock can deal an extra 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 26 temporary hit points.
Human Perseverance [Feat]
The human warlock gains a +1 feat bonus to saving throws.

Skills Arcana +23, History +23, Intimidate +20
Str 12 (+14); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, mace

-1 Level / +1 Level

Human Star-Pact Warlock [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +14
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 41, Reflex 37, Will 40
Saving Throws +1
Speed 6

● [m] Sickle (standard) ✦ Weapon
+26 vs. AC; 2d6 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 2d6 + 17 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the human warlock takes damage before the end of the human warlock’s next turn, the target takes an extra 2d6 + 17 fire damage.
○ [R] Dark Transport (standard) ✦ Teleportation
Ranged 10; +28 vs. Will; 4d10 + 15 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
Ranged 10; +30 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the human warlock’s next turn. Miss: Half damage, and the target is dazed until the end 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.
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 +20, Insight +19, Religion +20
Str 12 (+14); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, sickle

-1 Level / +1 Level

Human Inspiring Warlord [Level 26 Soldier (Leader)]

Medium natural humanoid [XP 9000]

Initiative +16; Senses Perception +14
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 42, Reflex 36, Will 40
Saving Throws +1
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Furious Smash (standard) ✦ Weapon
+32 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
+32 vs. AC; 3d10 + 17 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] White Raven’s Call (standard) ✦ Weapon
+32 vs. AC; 6d10 + 17 damage, and the human warlord and all of the human warlord’s allies within 10 squares of the human warlord makes saving throws against any single effect that a save can end. Miss: Each of the human warlord’s allies within 10 squares of the human warlord makes a saving throw against any effect that the target caused and that a save can end.
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 6d6 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 18 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 +19, History +20, Intimidate +23
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 14 (+15); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Human Tactical Warlord [Level 26 Soldier (Leader)]

Medium natural humanoid [XP 9000]

Initiative +16; Senses Perception +14
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 42, Reflex 40, Will 37
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 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
+33 vs. AC; 2d8 + 17 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
+33 vs. AC; 1d8 + 17 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.
□ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
Must be wielding a heavy thrown weapon.
Ranged 10/20; +32 vs. AC; 6d6 + 17 damage. Until the end of the encounter, the human warlord’s allies add +5 to attack rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against the target as a free action, with a +5 bonus to the attack roll and the damage.
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 6d6 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 +19, History +23, Intimidate +20
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 14 (+15); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Human Control Wizard [Level 26 Artillery]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +18
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 40; Fortitude 36, Reflex 41, Will 41
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +30 vs. Fortitude; 2d6 + 17 cold damage, and the target is slowed until the end of the human wizard’s next turn.
● [C] Thunderwave (standard) ✦ Thunder
Close blast 3; +30 vs. Fortitude; 2d6 + 17 thunder damage, and the target is pushed 5 squares.
○ [A] Acid Storm (standard) ✦ Acid
Area burst 4 within 10; +30 vs. Fortitude; 4d6 + 17 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] Necrotic Web (standard) ✦ Necrotic, Zone
Area burst 3 within 20; +30 vs. Reflex; 4d6 + 17 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save ends).
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 +25, Insight +23, Nature +23
Str 12 (+14); Dex 15 (+15); Wis 21 (+18);
Con 14 (+15); Int 25 (+20); Cha 13 (+14)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Human War Wizard [Level 26 Artillery]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +15
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 40; Fortitude 36, Reflex 41, Will 38
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [r] Magic Missile (standard) ✦ Force
Ranged 20; +30 vs. Reflex; 4d4 + 17 force damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +30 vs. Reflex; 2d6 + 17 fire damage.
○ [R] Chain Lightning (standard) ✦ Lightning
Ranged 20; +30 vs. Reflex; 4d6 + 17 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: +30 vs. Reflex; 2d6 + 17 lightning damage. Tertiary Attack: +30 vs. Reflex; 1d6 + 17 lightning damage.
□ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
Close burst 5; targets enemies; +30 vs. Fortitude, Reflex, Will. The human wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 + 17 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 17 fire damage, and ongoing 15 fire damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
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 +25, Dungeoneering +20, History +25
Str 12 (+14); Dex 21 (+18); Wis 15 (+15);
Con 14 (+15); Int 25 (+20); Cha 13 (+14)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Human Isolating Avenger [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +20
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 37, Reflex 40, Will 42
Saving Throws +1
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+28 vs. AC; 2d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 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
+33 vs. AC; 2d10 + 17 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
+33 vs. AC; 3d10 + 17 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.
□ [M] Aspect of Death (standard) ✦ Weapon
+33 vs. Fortitude; 6d10 + 17 damage, and the target takes 10 damage at the start of its turn if the human avenger is within 5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the human avenger is within 5 squares of it (save ends).
○ [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 +20, Intimidate +19, Religion +23
Str 15 (+15); Dex 13 (+14); Wis 25 (+20);
Con 14 (+15); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Human Pursuing Avenger [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +20
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 37, Reflex 40, Will 42
Saving Throws +1
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+28 vs. AC; 2d10 + 12 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +30 vs. AC; 2d8 + 15 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 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; +30 vs. Reflex; 2d8 + 17 radiant damage, and the human avenger gains 7 temporary hit points.
○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
+33 vs. AC; 4d10 + 17 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.
□ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
Ranged 20; +30 vs. Will; 6d8 + 17 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond of destiny (save ends). Until the bond ends, the human avenger can teleport to a space adjacent to the target as a minor action. The human avenger doesn’t need line of sight to the destination space. Aftereffect: The human avenger can teleport to a space adjacent to the target as a free action once. The human avenger doesn’t need line of sight to the destination space.
○ [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 +23, Religion +19, Stealth +23
Str 15 (+15); Dex 21 (+18); Wis 25 (+20);
Con 14 (+15); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Human Rageblood Barbarian [Level 26 Brute]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +19
HP 291; Bloodied 145
Healing Surges (+72 hp) ○○○
AC 41; Fortitude 43, Reflex 39, Will 36
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+32 vs. AC; 2d12 + 3d8 + 17 damage (crit 65 + 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.
+32 vs. AC; 2d12 + 2d6 + 17 damage (crit 53 + 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
+32 vs. AC; 4d12 + 22 damage (crit 70 + 3d12), and the target cannot regain hit points until the start of the human barbarian’s next turn.
□ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
+32 vs. AC; 7d12 + 17 damage (crit 101 + 3d12), and the target is pushed 5 squares. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The human barbarian enters the rage of the ash hammer. Until the rage ends, whenever the human barbarian hits with an attack, the human barbarian gains 12 temporary hit points. If that attack already grants temporary hit points to the human barbarian, add +2 to the number of temporary hit points the human barbarian gains.
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 18 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 +24, Endurance +22, Perception +19
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 21 (+18); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Human Thaneborn Barbarian [Level 26 Brute]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +19
HP 285; Bloodied 142
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 43, Reflex 39, Will 39
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+32 vs. AC; 2d12 + 3d6 + 17 damage (crit 59 + 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
+32 vs. AC; 2d12 + 17 damage (crit 41 + 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
+32 vs. AC; 5d12 + 17 damage (crit 77 + 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
+32 vs. AC; 7d12 + 17 thunder damage (crit 101 + 3d12), and the human barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The human barbarian enters the rage of the stone tempest. Until the rage ends, the human barbarian can score a critical hit on a roll of 18–20.
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 +24, Intimidate +23, Perception +19
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 15 (+15); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Human Cunning Bard [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +19
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 36, Reflex 41, Will 42
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +30 vs. Will; 2d6 + 17 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; +30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 3d8 + 17 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.
□ [C] Frenzied Rhythm (standard) ✦ Charm
Close burst 5; targets enemies; +30 vs. Will; the human bard slides the target 5 squares, the target makes a basic attack as a free action against a creature of the human bard’s choice, and the target is then stunned until the end of the human bard’s next turn. Miss: The target is dazed until the end of the human bard’s next turn.
○○○ Majestic Word (minor) ✦ Healing
The human bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +23, Bluff +25, Perception +19
Str 14 (+15); Dex 13 (+14); Wis 12 (+14);
Con 15 (+15); Int 21 (+18); Cha 25 (+20)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Human Valorous Bard [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +14; Senses Perception +19
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 39, Reflex 38, Will 42
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 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
+33 vs. AC; 2d8 + 17 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
+33 vs. AC; 3d8 + 17 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.
□ [R] Adversarial Song (standard) ✦ Charm, Psychic
Ranged 10; +30 vs. Will; 3d10 + 17 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10 squares of the human bard. The target deals half damage to any of the human bard’s allies except the chosen ally (save ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
○○○ Majestic Word (minor) ✦ Healing
The human bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +20, Athletics +19, Perception +19
Str 14 (+15); Dex 13 (+14); Wis 12 (+14);
Con 21 (+18); Int 15 (+15); Cha 25 (+20)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Human Guardian Druid [Level 26 Controller]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +20
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 41; Fortitude 39, Reflex 37, Will 42
Saving Throws +1
Speed 6

● [m] Scythe (standard) ✦ Weapon
+27 vs. AC; 4d4 + 12 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+30 vs. Reflex; 2d8 + 17 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; +30 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
● [A] Call of the Beast (standard) ✦ Charm, Psychic
Area burst 1 within 10; +30 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; +30 vs. Reflex; 2d6 + 17 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
Area burst 4 within 20; targets enemies; +30 vs. Fortitude; 4d6 + 17 fire and lightning damage, and the primary target is knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the end of the human druid’s next turn. While the zone persists, the human druid can make the following secondary attack, using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +30 vs. Reflex; the target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The zone persists.
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 +25, Insight +25, Nature +25
Str 14 (+15); Dex 15 (+15); Wis 25 (+20);
Con 21 (+18); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Human Predator Druid [Level 26 Controller]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +25
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 36, Reflex 40, Will 42
Saving Throws +1
Speed 7

● [m] Scythe (standard) ✦ Weapon
+27 vs. AC; 4d4 + 12 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 2d6 + 10 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
+30 vs. Reflex; 2d8 + 17 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; +30 vs. Will; 2d8 + 17 psychic damage, and the target is knocked prone and deafened until the end of the human druid’s next turn.
□ [C] Primal Tiger (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +30 vs. Reflex; 6d6 + 17 damage. If the attack hits at least once, the human druid shifts 5 squares. Hit or Miss: Until the end of the encounter, while the human druid is in beast form the human druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the human druid.
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 +19, Nature +25, Perception +25
Str 14 (+15); Dex 21 (+18); Wis 25 (+20);
Con 15 (+15); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Human Preserving Invoker [Level 26 Artillery]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +20
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 41; Fortitude 37, Reflex 40, Will 42
Saving Throws +1
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 2d6 + 17 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; +30 vs. Will; 5d6 + 17 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.
□ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
Close burst 10; targets enemies; +30 vs. Will; 6d6 + 17 radiant damage. Miss: Half damage. Hit or Miss: Each ally in the burst can spend a healing surge.
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 +23, History +23, Religion +23
Str 12 (+14); Dex 14 (+15); Wis 25 (+20);
Con 15 (+15); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, morningstar

-1 Level / +1 Level

Human Wrathful Invoker [Level 26 Artillery]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +20
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○○
AC 39; Fortitude 40, Reflex 37, Will 42
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +30 vs. Fortitude; 2d10 + 17 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; +30 vs. Fortitude; 1d10 + 17 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; +30 vs. Reflex; 2d6 + 17 fire damage, and if the target moves before the end of the human invoker’s next turn, it takes 15 fire damage.
□ [A] Racking Invocation of Pain (standard)
Area burst 2 within 20; +30 vs. Fortitude; 4d8 + 17 damage, and the target is dazed and takes 10 extra damage whenever it is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
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 +22, Insight +25, Religion +20
Str 12 (+14); Dex 14 (+15); Wis 25 (+20);
Con 21 (+18); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, morningstar

-1 Level / +1 Level

Human Bear Shaman [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +25
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 37; Fortitude 40, Reflex 36, Will 42
Saving Throws +1
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +26 vs. AC; 2d10 + 11 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +30 vs. Will; 2d8 + 17 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; +30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 2d10 + 17 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.
□ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
Close blast 5; targets enemies; +30 vs. Reflex; 3d6 + 17 lightning damage, and the human shaman teleports the target 10 squares. Miss: Half damage, and the human shaman teleports the target 5 squares. Hit or Miss: The human shaman teleports each ally in the blast 10 squares.
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 23 damage to the spirit, the spirit disappears, and the human shaman takes 18 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 6d6 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; +30 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 +23, Nature +25, Perception +25
Str 13 (+14); Dex 14 (+15); Wis 25 (+20);
Con 21 (+18); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Human Panther Shaman [Level 26 Controller (Leader)]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +25
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 37, Reflex 39, Will 42
Saving Throws +1
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +26 vs. AC; 2d10 + 11 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +30 vs. Fortitude; 2d10 + 17 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; +30 vs. Reflex; 2d8 + 17 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; +30 vs. Fortitude; 4d6 + 17 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
Ranged 10; +30 vs. Will; 3d10 + 17 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect: The enemy nearest to the target is dazed and slowed (save ends both).
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 23 damage to the spirit, the spirit disappears, and the human shaman takes 18 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 6d6 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; +30 vs. Reflex; 2d10 + 17 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 +19, Nature +25, Perception +25
Str 13 (+14); Dex 14 (+15); Wis 25 (+20);
Con 15 (+15); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Human Chaos Sorcerer [Level 26 Artillery]

Medium natural humanoid [XP 9000]

Initiative +18; Senses Perception +14
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 38; Fortitude 36, Reflex 39, Will 43
Saving Throws +1
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +31 vs. AC; 2d4 + 15 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +30 vs. Will; 2d10 + 26 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: +30 vs. Will; 1d6 + 19 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; +30 vs. Fortitude; 2d8 + 26 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
○ [R] Plates of Ice (standard) ✦ Cold
Ranged 20; +30 vs. Fortitude; 4d6 + 26 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 + 19 cold damage.
□ [R] Words of Chaos (standard) ✦ Charm, Psychic
Ranged 10; +30 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or a ranged attack, the human sorcerer can make a secondary attack against the target if it is within 10 squares of the human sorcerer (save ends): +30 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack. If the human sorcerer rolled an even number on the secondary attack roll, the human sorcerer chooses the creature that the target attacks.
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 +19, Bluff +25, Endurance +20
Str 15 (+15); Dex 21 (+18); Wis 12 (+14);
Con 14 (+15); Int 13 (+14); Cha 25 (+20)
Equipment cloth armor, dagger

-1 Level / +1 Level

Human Dragon Sorcerer [Level 26 Skirmisher]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +14
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 36, Will 43
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +30 vs. Reflex; 2d8 + 26 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; +30 vs. Fortitude; 2d8 + 26 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; +30 vs. Reflex; 5d6 + 26 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.
□ [C] Draconic Incarnation (standard)
Close blast 5; +30 vs. Reflex; 7d6 + 26 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter, once during each of the human sorcerer’s turns, the human sorcerer can slide one enemy within 3 squares of the human sorcerer 2 squares as a free action.
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 +19, Athletics +23, History +19
Str 21 (+18); Dex 15 (+15); Wis 12 (+14);
Con 14 (+15); Int 13 (+14); Cha 25 (+20)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Human Earth Warden [Level 26 Brute]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +20
HP 291; Bloodied 145
Healing Surges (+72 hp) ○○○
AC 43; Fortitude 42, Reflex 38, Will 37
Saving Throws +1
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 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
+32 vs. AC; 2d10 + 17 damage, and the human warden gains 5 temporary hit points.
○ [C] Nature’s Ally (standard) ✦ Weapon
Close burst 3; targets one creature in burst; +32 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: +34 vs. AC; 3d10 + 17 damage. Special: If either attack hits, the target is also slowed until the start 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.
Form of the Jungle Lord (minor) ✦ Polymorph
The human warden assumes the guardian form of the jungle lord until the end of the encounter. While the human warden is in this form, the human warden gains a climb speed equal to the human warden’s speed and a +2 bonus to Reflex. In addition, whenever the human warden hits a target with a melee attack, the human warden slides the target 2 squares. If that attack already pulls, pushes, or slides the target, the human warden slides the target 2 squares after that forced movement. Once during this encounter, the human warden can make the following attack while the human warden is in this form as a standard action.
Secondary Attack: +32 vs. AC; 4d10 + 17 damage, and the human warden slides the target 1 square. Miss: Half damage.
● [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 +22, Nature +20, Perception +20
Str 25 (+20); Dex 14 (+15); Wis 15 (+15);
Con 21 (+18); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Human Wild Warden [Level 26 Brute]

Medium natural humanoid [XP 9000]

Initiative +15; Senses Perception +23
HP 285; Bloodied 142
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 42, Reflex 36, Will 40
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12), and the target is slowed until the end of the human warden’s next turn.
● [M] Thorn Strike (standard) ✦ Weapon
Reach 2; +32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12), and the target is pulled 1 square.
○ [M] Startling Savagery (standard) ✦ Weapon
+32 vs. AC; 3d12 + 17 damage (crit 53 + 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.
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.
Form of the Blood Wolf (minor) ✦ Polymorph
The human warden assumes the guardian form of the blood wolf until the end of the encounter. While the human warden is in this form, the human warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets. In addition, if the human warden has combat advantage against a target that the human warden hits with a melee attack, the human warden can knock that target prone. Once during this encounter, the human warden can make the following attack while the human warden is in this form as a standard action.
Secondary Attack: +32 vs. AC; 5d12 + 17 damage (crit 77 + 3d12), and the target grants combat advantage to the human warden (save ends). Miss: Half damage, and the target grants combat advantage to the human warden until the end of the human warden’s next turn.
● [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; +32 vs. Fortitude; 2d12 + 17 damage (crit 41 + 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 +24, Nature +23, Perception +23
Str 25 (+20); Dex 14 (+15); Wis 21 (+18);
Con 15 (+15); Int 12 (+14); Cha 13 (+14)
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.