Human NPCs [Level 28]
Human Battle Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +20
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 43, Reflex 36, Will 43
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +8 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
- +34 vs. AC; 2d10 + 18 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] Punishing Strike (standard) ✦ Weapon
- +38 vs. AC; 4d10 + 18 damage.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +34 vs. AC; 6d10 + 18 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 +25, Insight +25, Religion +20
Str 26 (+22); Dex 13 (+15); Wis 22 (+20);
Con 14 (+16); Int 12 (+15); Cha 15 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +22
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 37, Reflex 36, Will 45
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +32 vs. Reflex; 2d8 + 18 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; +32 vs. Reflex; 2d6 + 18 radiant damage, and one ally the human cleric can see chooses either to gain 20 temporary
hit points or to make a saving throw.
- ○ [A] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +32 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The human cleric and each
ally in the burst regain 16 hit points and make a saving throw.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +32 vs. Fortitude; 4d10 + 18 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 +27, History +20, Religion +20
Str 15 (+16); Dex 13 (+15); Wis 26 (+22);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 41; Fortitude 45, Reflex 37, Will 37
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 8 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and an enemy adjacent to the human fighter other than the target takes 8 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +34 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the human fighter’s
next turn.
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +34 vs. AC; 6d12 + 18 damage (crit 90 + 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 +27, Endurance +25, Intimidate +20
Str 26 (+22); Dex 15 (+16); Wis 14 (+16);
Con 22 (+20); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +16
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 45, Reflex 43, Will 37
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 2d8 + 18 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
- +37 vs. AC; 2d8 + 10 damage.
- ○ [M] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 4d8 + 18 damage, and the human fighter takes half damage from the target’s attacks until the end of the human
fighter’s next turn. Hit or Miss: The human fighter gains a +2 power bonus to AC until the end of the human fighter’s
next turn.
- □ 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 +6 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 +21, Intimidate +20, Streetwise +20
Str 26 (+22); Dex 22 (+20); Wis 14 (+16);
Con 15 (+16); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +16
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 44, Reflex 37, Will 42
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 2d10 + 18 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
- +35 vs. AC; 2d10 + 18 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +35 vs. Will; 2d10 + 18 damage, the target is stunned until the end of the human paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the human paladin. Secondary Attack: +35 vs. Will;
1d10 + 18 damage, and the target is stunned until the end of the human paladin’s next turn.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +35 vs. AC; 4d10 + 18 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 15 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 +19, Intimidate +25, Religion +20
Str 26 (+22); Dex 13 (+15); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +16
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 42, Reflex 39, Will 44
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d6 + 16 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage, and the human paladin gains 2 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage. If the human paladin has marked the target, it takes a –2 penalty to attack rolls until the end
of the human paladin’s next turn.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +32 vs. Will; 4d8 + 18 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +32 vs. Will; 6d6 + 18 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 17 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 +17, Intimidate +27, Religion +20
Str 22 (+20); Dex 13 (+15); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 26 (+22)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +21
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 45; Fortitude 42, Reflex 44, Will 37
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +33 vs. AC; 2d6 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +33/+33 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +34 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; +34 vs. AC; 2d10 + 18 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +34 vs. AC; 1d10 + 18 damage.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +34 vs. AC; 3d10 + 18 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 +21, Perception +21, Stealth +26
Str 22 (+20); Dex 26 (+22); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +21
HP 261; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 43; Fortitude 44, Reflex 42, Will 37
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +32 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +35/+35 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +32 vs. AC (twice); 2d10 + 10 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage. Hit or Miss: If the human ranger moves in the same turn after this attack, leaving the
first square adjacent to the target does not provoke an opportunity attack from the target.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 1d8 + 18 damage. Hit or Miss: The human ranger can shift 3 squares,
and make another close burst 1 attack (as above).
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +35/+35 vs. AC; 2d8 + 18 damage (main)/2d8 + 18 damage (off-hand).
Longbow: Ranged 20/40; +32 vs. AC (twice); 2d10 + 16 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 +21, Perception +21, Stealth +24
Str 26 (+22); Dex 22 (+20); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +15
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 41, Reflex 45, Will 37
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +33 vs. AC; 2d6 + 16 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +35 vs. Reflex; 2d6 + 18 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 18 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: +33 vs. AC; 2d6 + 16 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +35 vs. AC; 5d6 + 18 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +35 vs. Will; 6d6 + 18 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.
- 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 +27, Stealth +27, Thievery +27
Str 22 (+20); Dex 26 (+22); Wis 13 (+15);
Con 14 (+16); Int 12 (+15); Cha 15 (+16)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +20
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 37, Reflex 45, Will 41
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 2d6 + 24 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 2d6 + 24 damage.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 3d6 + 18 damage. If the target makes a melee attack against the human
rogue before the end of the human rogue’s next turn, the human rogue can make it attack another creature of the human rogue’s
choice instead, including itself.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 4d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 4d6 + 18 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 +20, Stealth +27, Thievery +27
Str 15 (+16); Dex 26 (+22); Wis 13 (+15);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +16
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 37, Reflex 42, Will 44
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +32 vs. Will; 2d6 + 18 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; +26 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] Curse of the Fey King (standard)
- Ranged 10; +32 vs. Will; 3d10 + 18 damage. In addition, the first time the target rolls a d20 on its next turn, the human
warlock can steal that result. The target rerolls, and the human warlock uses the stolen result for the human warlock’s next
d20 roll. The human warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +32 vs. Will; 4d10 + 18 psychic damage. Until the end of the encounter, every time the human warlock takes damage,
the human warlock makes a +32 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 +25, Bluff +27, Insight +21
Str 12 (+15); Dex 13 (+15); Wis 14 (+16);
Con 15 (+16); Int 22 (+20); Cha 26 (+22)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +15
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 42; Fortitude 43, Reflex 42, Will 38
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +32 vs. Reflex; 2d6 + 18 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 18 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +32 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 18 damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +32 vs. Fortitude; 5d10 + 24 fire damage.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +32 vs. Reflex; 5d10 + 18 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 28 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +25, History +25, Intimidate +21
Str 12 (+15); Dex 14 (+16); Wis 13 (+15);
Con 26 (+22); Int 22 (+20); Cha 15 (+16)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +15
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 43, Reflex 38, Will 42
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +27 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +32 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +32 vs. Reflex; 2d6 + 18 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 18 fire damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +32 vs. Will; 2d10 + 18 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the human warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +32 vs. Will; 5d10 + 18 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 +21, Insight +20, Religion +21
Str 12 (+15); Dex 14 (+16); Wis 13 (+15);
Con 26 (+22); Int 15 (+16); Cha 22 (+20)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 44, Reflex 37, Will 42
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +34 vs. Fortitude; 8 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 +6 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+34 vs. AC; 4d10 + 18 damage, and until the end of the human warlord’s next turn, any ally who has line of sight to the human
warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +34 vs. AC; 6d10 + 18 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 + 6. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +6 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 20 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 +20, History +21, Intimidate +25
Str 26 (+22); Dex 13 (+15); Wis 12 (+15);
Con 14 (+16); Int 15 (+16); Cha 22 (+20)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 44, Reflex 42, Will 38
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 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
- +35 vs. AC; 2d8 + 18 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +34 vs. AC; 6d6 + 18 damage. Until the end of the encounter, the human warlord’s allies add +6 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 +6 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the human warlord slides each target 6 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 +6 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 +20, History +25, Intimidate +21
Str 26 (+22); Dex 13 (+15); Wis 12 (+15);
Con 14 (+16); Int 22 (+20); Cha 15 (+16)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 42; Fortitude 37, Reflex 43, Will 43
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +32 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +32 vs. Fortitude; 2d6 + 18 thunder damage, and the target is pushed 6 squares.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +32 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the human wizard controls its actions. The human
wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +32 vs. Reflex; 4d6 + 18 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 -6 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 +27, Insight +25, Nature +25
Str 12 (+15); Dex 15 (+16); Wis 22 (+20);
Con 14 (+16); Int 26 (+22); Cha 13 (+15)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +16
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 42; Fortitude 37, Reflex 43, Will 39
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +32 vs. Reflex; 4d4 + 18 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +32 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +32 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +32 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 + 18 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 18 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 +6 bonus to a single attack roll.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +27, Dungeoneering +21, History +27
Str 12 (+15); Dex 22 (+20); Wis 15 (+16);
Con 14 (+16); Int 26 (+22); Cha 13 (+15)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +22
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 38, Reflex 42, Will 44
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 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
- +35 vs. AC; 2d10 + 18 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 6 radiant damage.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +35 vs. Will; 3d10 + 18 damage, and the human avenger teleports each enemy within 5 squares of the human avenger, other than
the target, 10 squares.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +35 vs. Fortitude; 6d10 + 18 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 +6 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 +21, Intimidate +20, Religion +25
Str 15 (+16); Dex 13 (+15); Wis 26 (+22);
Con 14 (+16); Int 22 (+20); Cha 12 (+15)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +22
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 38, Reflex 42, Will 44
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +32 vs. AC; 2d8 + 16 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and if the target doesn’t end its next turn adjacent to the human avenger, the human avenger
can shift 7 squares as a free action. The human avenger must end that shift closer to the target.
- ● [R] Radiant Vengeance (standard) ✦ Radiant
- Ranged 10; +32 vs. Reflex; 2d8 + 18 radiant damage, and the human avenger gains 8 temporary hit points.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +41 vs. AC; 4d10 + 18 damage. Hit or Miss: If the target is still alive and not adjacent to the human avenger at the
end of its next turn, the human avenger regains the use of this power. The human avenger can regain the use of this power
in this manner once per encounter.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +32 vs. Will; 6d8 + 18 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 +12 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 +25, Religion +20, Stealth +25
Str 15 (+16); Dex 22 (+20); Wis 26 (+22);
Con 14 (+16); Int 13 (+15); Cha 12 (+15)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20
HP 312; Bloodied 156
Healing Surges (+78 hp) ○○○
AC 42; Fortitude 45, Reflex 40, Will 37
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+34 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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.
+34 vs. AC; 2d12 + 2d6 + 18 damage (crit 54 + 3d12), and the human barbarian gains 6 temporary hit points, +5 temporary hit
points if the human barbarian is raging.
- ○ [M] Blood Wrath (standard) ✦ Weapon
- The human barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +34 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the human barbarian gains a +6 bonus to attack rolls until the end of the human barbarian’s next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +34 vs. AC; 7d12 + 18 damage (crit 102 + 3d12), and the target is pushed 6 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 20 to all damage.
- Rageblood Vigor
- Whenever the human barbarian’s attack reduces an enemy to 0 hit points, the human barbarian gains 16 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 +26, Endurance +24, Perception +20
Str 26 (+22); Dex 14 (+16); Wis 13 (+15);
Con 22 (+20); Int 12 (+15); Cha 15 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20
HP 305; Bloodied 152
Healing Surges (+76 hp) ○○○
AC 42; Fortitude 45, Reflex 40, Will 41
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+34 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 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] Butcher’s Feast (standard) ✦ Weapon
- +34 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and until the end of the human barbarian’s next turn, the human barbarian can
make a melee basic attack as a free action against any enemy adjacent to the human barbarian that hits or misses the human
barbarian. Until the end of the human barbarian’s next turn, the human barbarian also gains a +6 power bonus to basic attack
rolls.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +34 vs. AC; 7d12 + 18 thunder damage (crit 102 + 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 +6 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 +26, Intimidate +25, Perception +20
Str 26 (+22); Dex 14 (+16); Wis 13 (+15);
Con 15 (+16); Int 12 (+15); Cha 22 (+20)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +20
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 37, Reflex 43, Will 44
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +32 vs. Will; 2d6 + 18 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; +32 vs. Reflex; 2d8 + 18 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] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +32 vs. Reflex; 3d10 + 18 psychic damage. Choose an ally within 10 squares of the human bard. Until the end of
the human bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +32 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 + 8 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 11 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 +25, Bluff +27, Perception +20
Str 14 (+16); Dex 13 (+15); Wis 12 (+15);
Con 15 (+16); Int 22 (+20); Cha 26 (+22)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +15; Senses Perception +20
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 41; Fortitude 41, Reflex 39, Will 44
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 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
- +35 vs. AC; 2d8 + 18 damage, and any ally who hits the target before the end of the human bard’s next turn gains 6 temporary
hit points.
- ○ [M] Surge of Valor (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage, and each ally within 10 squares of the human bard can shift 2 squares and make a melee basic
attack as a free action, with a +6 bonus to the attack roll and the damage roll.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +32 vs. Will; 3d10 + 18 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 + 8 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 11 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 +21, Athletics +20, Perception +20
Str 14 (+16); Dex 13 (+15); Wis 12 (+15);
Con 22 (+20); Int 15 (+16); Cha 26 (+22)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +22
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 43; Fortitude 41, Reflex 38, Will 44
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +32 vs. Reflex; 2d8 + 18 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; +32 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; +32 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 18 psychic damage when it makes any attack that doesn’t include the human druid’s
ally nearest to it as a target.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +32 vs. Reflex; 3d8 + 18 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the human druid’s next turn.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +32 vs. Fortitude; 4d6 + 18 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; +32 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 6 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 +27, Insight +27, Nature +27
Str 14 (+16); Dex 15 (+16); Wis 26 (+22);
Con 22 (+20); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +27
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 37, Reflex 42, Will 44
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +32 vs. Reflex; 2d8 + 18 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; +32 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 8 fire damage.
- ● [M] Pounce (standard) ✦ Beast Form
- +32 vs. Reflex; 2d8 + 18 damage, and the target grants combat advantage to the next creature that attacks it before the end
of the human druid’s next turn. When charging, the human druid can use this power in place of a melee basic attack.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the human druid shifts 7 squares. Targets each enemy within reach during the shift; +32 vs. Reflex; 1d10
+ 18 damage, and the target is dazed until the end of the human druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +32 vs. Reflex; 6d6 + 18 damage. If the attack hits at least once, the human druid
shifts 6 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 +20, Nature +27, Perception +27
Str 14 (+16); Dex 22 (+20); Wis 26 (+22);
Con 15 (+16); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +22
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 43; Fortitude 38, Reflex 42, Will 44
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +32 vs. Reflex; 2d8 + 18 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; +32 vs. Reflex; 2d6 + 18 lightning damage. Whenever the target makes an opportunity attack before
the end of the human invoker’s next turn, the target takes 6 lightning damage.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the human invoker’s next turn, it takes 4d10 +
18 radiant damage damage. If the human invoker or an ally attacks the target before the end of the human invoker’s next turn,
the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The human invoker and the human invoker’s
allies gain a +2 power bonus to all defenses until the end of the human invoker’s next turn.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +32 vs. Will; 6d6 + 18 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 +6 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 +25, History +25, Religion +25
Str 12 (+15); Dex 14 (+16); Wis 26 (+22);
Con 15 (+16); Int 22 (+20); Cha 13 (+15)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +22
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 40; Fortitude 42, Reflex 38, Will 44
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +32 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The human invoker can use this power as a ranged basic attack.
- ● [A] Grasping Shards (standard) ✦ Radiant
- Area burst 1 within 10; +32 vs. Fortitude; 1d10 + 18 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +32 vs. Will; 3d8 + 18 psychic damage, and the target moves half its speed away from the human invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the human invoker’s next turn, opportunity attacks
that hit the target deal +6 extra damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +32 vs. Fortitude; 4d8 + 18 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+6 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 +24, Insight +27, Religion +21
Str 12 (+15); Dex 14 (+16); Wis 26 (+22);
Con 22 (+20); Int 15 (+16); Cha 13 (+15)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +27
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 42, Reflex 37, Will 44
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +32 vs. Will; 2d8 + 18 damage, and each ally adjacent to the human shaman’s spirit companion gains 6 temporary
hit points.
- ● [M] Defending Strike (standard) ✦ Spirit
- Spirit melee 1; +32 vs. Reflex; 2d8 + 18 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 Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +32 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the human shaman’s next turn, each ally
gains a +9 bonus to saving throws while adjacent to the human shaman’s spirit companion.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +32 vs. Reflex; 3d6 + 18 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 24 damage to the spirit, the spirit disappears,
and the human shaman takes 19 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; +32 vs. Reflex; 8 damage. Hit or Miss: One ally within 5 squares of the human shaman’s spirit
companion regains 8 hit points.
- Protector Spirit
- Any ally adjacent to the human shaman’s spirit companion regains 6 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 +25, Nature +27, Perception +27
Str 13 (+15); Dex 14 (+16); Wis 26 (+22);
Con 22 (+20); Int 15 (+16); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +27
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 38, Reflex 41, Will 44
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +32 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
- ● [M] Watcher’s Strike (standard) ✦ Spirit
- Spirit melee 1; +32 vs. Reflex; 2d8 + 18 damage, and until the end of the human shaman’s next turn, the human shaman and the
human shaman’s allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to the human shaman’s
spirit companion.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +32 vs. Fortitude; 4d6 + 18 damage. Until the end of the human shaman’s next turn, any ally gains a +8 bonus to
damage rolls while adjacent to the human shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the human shaman’s allies’ damage rolls increases to +10 if the attack hits twice and +12
if it hits three times.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +32 vs. Will; 3d10 + 18 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 24 damage to the spirit, the spirit disappears,
and the human shaman takes 19 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; +32 vs. Reflex; 2d10 + 18 damage.
- Stalker Spirit
- Any ally adjacent to the human shaman’s spirit companion gains a +6 bonus to damage rolls against bloodied enemies.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Athletics +20, Nature +27, Perception +27
Str 13 (+15); Dex 14 (+16); Wis 26 (+22);
Con 15 (+16); Int 22 (+20); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +20; Senses Perception +15
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 40; Fortitude 37, Reflex 41, Will 45
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +33 vs. AC; 2d4 + 16 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +32 vs. Will; 2d10 + 28 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:
+32 vs. Will; 1d6 + 20 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; +32 vs. Fortitude; 2d8 + 28 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [R] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +32 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +32 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the human sorcerer has not already targeted with this power during this encounter.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +32 vs. Will; 4d12 + 28 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): +32 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 +10 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 +20, Bluff +27, Endurance +21
Str 15 (+16); Dex 22 (+20); Wis 12 (+15);
Con 14 (+16); Int 13 (+15); Cha 26 (+22)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +15
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 41, Reflex 37, Will 45
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +32 vs. Reflex; 2d8 + 28 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 6 fire damage.
- ● [R] Dragonfrost (standard) ✦ Cold
- Ranged 10; +32 vs. Fortitude; 2d8 + 28 cold damage, and the target is pushed 1 square. This power can be used as a ranged
basic attack.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +32 vs. Reflex; 3d12 + 28 lightning damage, and each enemy adjacent to the target takes 1d12 + 20 lightning damage.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +32 vs. Reflex; 7d6 + 28 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 +6 power bonus to all defenses.
- Draconic Power
- The human sorcerer gains a +10 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 +20, Athletics +25, History +20
Str 22 (+20); Dex 15 (+16); Wis 12 (+15);
Con 14 (+16); Int 13 (+15); Cha 26 (+22)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +21
HP 312; Bloodied 156
Healing Surges (+78 hp) ○○○
AC 45; Fortitude 44, Reflex 39, Will 38
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 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
- +34 vs. AC; 2d10 + 18 damage, and the human warden gains 6 temporary hit points.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +34 vs. AC; 3d10 + 18 damage, and the target is knocked prone and can’t stand up until the end of the human warden’s next
turn. The human warden also slides the target 6 squares.
- □ 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: +34 vs. AC; 4d10 + 18 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 +6 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 +24, Nature +21, Perception +21
Str 26 (+22); Dex 14 (+16); Wis 15 (+16);
Con 22 (+20); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +25
HP 305; Bloodied 152
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 44, Reflex 37, Will 42
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is pulled 1 square.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +34 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 21 lightning damage if it moves before the end of the
human warden’s next turn.
- □ 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: +34 vs. AC; 5d12 + 18 damage (crit
78 + 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; +34 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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 -6 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 +26, Nature +25, Perception +25
Str 26 (+22); Dex 14 (+16); Wis 22 (+20);
Con 15 (+16); Int 12 (+15); Cha 13 (+15)
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.