TEXT: #11
  Introducing an orc with some 
  bite! A challenging encounter 
  for any epic-level campaign! 
  by Tim Rose
  Page 2
  Complete with 
  5 PC races!
  
  Most orcs are barbaric and tend to be of a more martial bent. Those 
  rare orcs pursuing magic in whatever form tend to follow more 
  naturist paths leading to magic, typically tapping into divine or primal 
  power sources. Every now and then, however, the ranks of the orc 
  nobles, as base and primal as they are, spawn oﬀspring capable of 
  harnessing the more arcane aspects of magic. 
   
  From one such union between a lowly noble and his ﬁfth bride, Gol 
  sprang forth as a scourge to the civilized peoples and even to his own 
  kind. He is a rarity, an orc sorcerer, now grown in power and inﬂuence 
  greater than his father could ever realize.
   
  Speculation by local and regional historians would have you believe 
  that Gol actually did his own father in by assassination when the orc 
  was but ten years old, rightfully taking over as the lord of his own 
  gang of orc warriors and scoundrels. In the thirty years since, Gol 
  has learned to harness the power passed to him through the taint of 
  draconic blood in his veins.  In addition, typical of his species, his 
  greed for gold and power frequently overwhelms his less base desires.  
  To that end he often loans his powers to the various orc chieftains 
  with which he deals, doling out his arcane might to the highest bidder.
   
  He provides the services of his pets and minions to the highest 
  bidder, but is not above solving matters on the tip of his spearstaﬀ 
  if it will meet his means. He knows that no orc chieftain, no matter 
  how closely tied to the gods, can stand against him in a fair ﬁght. 
  Nevertheless, Gol does not ﬁght fair and they know that, which only 
  increases their own terror when dealing with him.
   
  Gol has harnessed the power in his blood to dazzle his foes, 
  granting him and his followers various advantages against their foes 
  by dazzling, dizzying and vexing them. He maintains a following of 
  well-trained orc minions totally dedicated to his protection. Be certain 
  that when you face Gol, he will be surrounded in layer upon layer of 
  his minions, each of them trained in unprecedented orc tactics built 
  around defending their master.
  Orcs are typically used as the 
  most common of monsters, 
  readily available for uses by 
  GMs when they need ﬁller 
  for a late night delve or an 
  interlude in combat to nudge 
  their players to the next level. 
  But what if an orc broke the 
  mold from a stereotypical feral, 
  barbaric brute, skirmisher, or 
  soldier and became a powerful 
  controller? What if an orc 
  realized that despite its rough, 
  mottled 
  skin, 
  protruding 
  tusks and gruff manner was a 
  charisma tied to a distant and 
  distinguished past linked with 
  dragons and other wondrous 
  beasts of legend? You would 
  get Gol, an epic level orc with 
  his personally trained cadre 
  of minions and two powerful 
  companions. 
  Tim Rose 
  Fort Irwin, California
  #11
  www.emeraldpresspdf.com
  Gol the Orc Sorcerer
   An Epic Level NPC by Tim Rose
  Combat Advantage #11
  Design: 77IM, chronoplasm, Minigiant, malcom_n,  
  feldagriﬀ, Starfox, Tim Rose
  Artwork: Cerberus Royalty Free Art Pack
  Layout: Todd Crapper
  Editor: Todd Crapper
  First Publication 2009,  
  Emerald Press PDF Publishing
  All written content within remains the property of its 
  author and is used with permission for this issue.
  Cover:
  Courtesy of Thomas van den Berg and stock.xchng, 
  CA11’s cover comes from a bonﬁre in Holland 
  turned 90˚ to look like a burning village. Every 
  Easter, people compete for the largest bonﬁre -  
  this one burned for one week.
  
  3
   
  Gol also has two beasts faithful and loyal to him. Cag is a rage 
  wolf, dedicated to the master that saved him from a litter of larger 
  and stronger, yet less vicious, siblings. Fers is a slash tusk boar, 
  grown fat and powerful on the healing salves, unguents and poultices 
  applied by Gol after the orc found him lying in the rotting carcass of 
  a small brown dragon defeated in single combat. Gol saw something 
  of himself in each of the beasts and now the three of them are rarely 
  separated, which only serves to inspire more fear and terror within the 
  breast of those who deal with him. 
  
  Gol 
    
   
  Level 22 Skirmisher
  Medium natural humanoid, orc 
   
    
  XP 8,300
  Crouching defensively in the center of the opulent lair a large menacing orc hefting an absurdly 
  long spear, crackling with dizzying energy, stands next two too equally menacing beasts, ready to 
  attack.
  GOL
  4
  Initiative +14   
  Senses Perception +18; low-light vision
  Gol Distorted aura 5; enemies starting their turns in the aura must make a successful 
  Acrobatics check (DC 24). Enemies that fail the check can take only a single action on 
  their turns.
  HP 420; Bloodied 210, see also warrior’s surge
  AC 34, Fortitude 32, Reﬂex 31, Will 32
  Saving Throws +2
  Speed 6 (8 when charging)
  Action Points 1
  M Spearstaff of Gol (standard; at-will) • Weapon
  Reach 2; +27 vs. AC; 2d6+6 damage
  M Double Attack (standard; at-will) • Weapon
  Gol makes two spearstaff attacks against the same target.
  r Burning Vision (standard; at-will) • Arcane, Implement, Psychic
  Range 5/10; +24 vs. Will; 1d10+5 psychic damage and the target is dazed until the end 
  of its next turn
  m Finger in the Eye (minor; recharge 5 6, can only be used once per round) 
  +22 vs. Reﬂex; the target takes -2 penalty to melee attacks (save ends)
  r Mote in the Eye (minor; recharge 5 6, can only be used once per round) 
  +22 vs. Reﬂex; the target takes -2 penalty to ranged attacks (save ends)
  m Warrior’s Surge (standard; usable only while bloodied; encounter) • Healing, 
  Weapon
  Gol makes a melee basic attack and regains 105 hit points.
  c Vertigo of Gol (standard; encounter) • Fear, Implement, Psychic
  Area burst 3 within 10; +24 vs. Fortitude; 4d8+8 psychic damage and the target is dazed 
  (save ends). Miss: The target suffers half damage and is knocked prone.
  Chaotic evil   
  Languages: Abyssal, Common, Draconic, Elven, Giant 
  Skills Arcana +18, Insight +18, Perception +18
  Str 21 (+16) 
   Dex 16 (+14) Wis 14 (+13)
  Con 18 (+15)  Int 14 (+13) 
  Cha 22 (+17)
  Equipment hide armor, Spearstaff of Gol (+4 spear of distortion)
  Gol’s Tactics
  Gol remains surrounded by his minion horde, reaching beyond with you 
  spearstaﬀ as he can and causing the penalties each round to as many targets 
  as he can using ﬁnger in the eyes and mote in the eye. He will save vertigo of 
  Gol for a climactic moment.
  
  5
  Cag 
    
   
  Level 17 Elite Skirmisher
  Large natural beast, rage wolf 
   
    
  XP 3,200
  The elongated teeth and claws of the dire wolf before you still drip with the gore of its 
  last victim.  Peculiar to this beast, though, are the intelligence and malice in its eyes that 
  bore into you.
  Initiative +16   
  Senses Perception +14; low-light vision
  HP 330; Bloodied 165
  AC 31, Fortitude 30, Reﬂex 30, Will 29
  Saving Throws +2
  Speed 8
  Action Points 1
  M Bite (standard; at-will) 
  +21 vs. AC; 1d10+6 damage
  m Sanguineous Bite  (standard; recharge 5 6)
  +21 vs. AC; 3d8+6 damage. 
  Secondary Attack: +17 vs. Fortitude; the target cannot use any of its healing 
  surges for the rest of the encounter.
  m Retaliating Snap (immediate reaction, when an adjacent foe hits with a 
  successful melee attack; encounter)
  Cag makes a bite attack against the triggering target.
  m Desperate Trip (immediate reaction, when bloodied; encounter)
  +19 vs. Reﬂex; the target is knocked prone.
  Secondary Attack: +23 vs. AC; 1d10+6 damage
  Weapon: Spear
  Implement: Spear
  Enhancement: Attack rolls and damage rolls
  Critical: +4d6 psychic damage
  Power (Daily • Psychic): Free action. Gol can use this power when he hits 
  with a melee or ranged attack with the spear as a weapon or implement. 
  The spear of Gol deals an additional 3d8 psychic damage and the target is 
  dazed (save ends).
  Power (Encounter • Psychic): Minor action. Gol can use this power when 
  he hits with a ranged attack with the spear as an implement. The spear of 
  Gol deals additional damage equal to his Charisma modiﬁer and he gains 
  a +2 bonus to all defenses until the end of his next turn.
  Spearstaff of Gol 
    
   
   
  Level 22
  The spear of Gol is a six-foot shaft of steel reinforced hardwood, inscribed with orc runes 
  of power and tipped with the fang of a black dragon, carved and shaped to resemble an 
  unnamed demon.. The spear of Gol is a +4 spear of distortion.
  New Tactics
  Gol and his legion 
  were designed not 
  only to oﬀer heroic 
  tier villains at the 
  epic level of play, but 
  new conditions and 
  obstacles as well. 
  For this reason, Gol 
  is useful against very 
  experienced players 
  with a lot of 4e under 
  their belt. Feel free 
  to adapt Gol to suit 
  your party and play on 
  their strengths, using 
  powers such as mote 
  in the eye to upset 
  their attack plan like 
  never before.
  
  6
  Initiative +12   
  Senses Perception +9; low-light vision
  HP 444; Bloodied 222
  AC 30, Fortitude 30, Reﬂex 30, Will 29
  Saving Throws +2
  Speed 8 (9 while charging)
  Action Points 1
  M Gore (standard; at-will) 
  +22 vs. AC; 3d8+15 damage, or 3d8+7 against a prone target
  Multiple Attack (standard; at-will)
  Fer makes two gore attacks against the same or different targets. As a move 
  action, Fers can shift after the ﬁrst attack.
  m Tusk Toss (move, may only be used against a prone and adjacent foe; at-will)
  +17 vs. Reﬂex; Fer slides the target 5 squares and the target remains prone
  m Flailing Slash (immediate reaction, when bloodied; encounter)
  +17 vs. Reﬂex; targets is pushed 3 squares and takes ongoing 5 damage (save 
  ends).
  m Slashing Charge (standard; at-will)
  +22 vs. AC; 3d6+8 damage; Fers knocks the target prone, slides the target 2 
  squares, and the attack does ongoing 5 damage (save ends
  Unaligned 
  Str 23 (+15) 
   Dex 13 (+10) Wis 11 (+9)
  Con 16 (+12)  Int 3 (+6) 
  Cha 9 (+8)
  Fers 
    
   
  Level 19 Elite Brute
  Large natural beast, slash tusk boar     
   
    
  XP 4,800
  Rust colored tusks, chipped and worn, ﬂash back and forth, leading the snot of a 
  razorbacked boar.  It shambles left and right, limping with an old injury, sizing you up as 
  you approach.
  Combat Advantage 
  If Cag has combat advantage against the target, the target takes 3 
  additional points of damage. 
  Unaligned 
   
  Str 22 (+14) 
   Dex 17 (+11) Wis 15 (+10)
  Con 22 (+14)  Int 6 (+6) 
  Cha 12 (+9)
  Cag’s Tactics
  Cag is ﬁercely loyal to Gol and will use sanguineous bite as often 
  as possible and against as many targets as possible, and when the 
  power is not recharged he will use bite.  He also knows to get combat 
  advantage against his foes to inﬂict even more damage.  The ﬁrst time 
  he is hit by an adjacent foe, he will use retaliating snap.
  Fers’ Tactics
  Fers is a formidable foe even while not ﬁghting along side his master.  
  He will use gore as a multiple attack against as many foes as he can.  If 
  he manages to knock an opponent prone, he will use tusk toss to clear 
  a path to charge another target and use his slashing charge.
  
  7
  Lvl 3  
  +1 (680 gp) 
   
  Lvl 18  
  +4 (85,000 gp)
  Lvl 8  
  +2 (3,400 gp)  
  Lvl 23  
  +5 (425,000 gp)
  Lvl 13  
  +3 (17,000 gp) 
  Lvl 28  
  +6 (2,125,000 gp)
  Weapon: Any
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 psychic damage per plus
  Power (Encounter • Psychic): Minor action. Use this power when you 
  hit with the weapon. Deal additional damage equal to your Charisma 
  modiﬁer and gain a +2 item bonus to all defenses until the end of your 
  next turn.
  Initiative +7   
  Senses Perception +7; low-light vision
  Dizzying Gol aura 1; enemies starting their turns in the aura must make a 
  successful Acrobatics check (DC 19). Enemies that fail the check can take only a 
  single action on their turn
  HP 1; a missed attack never damages a minion
  AC 26, Fortitude 24, Reﬂex 24, Will 24
  Speed 6 (8 while charging)
  M Spear (action; recharge) • Weapon
  Reach 2; +20 vs. AC; 8 damage
  Coordinated Attack 
  For every additional minion of Gol adjacent to the target yet not marked by the 
  target, the minion of Gol gains +1 to the damage dealt with its spear attack.
  Chaotic evil   
  Languages: Common, Giant
  Str 21 (+12) 
   Dex 14 (+9) 
  Wis 11 (+7)
  Con 16 (+10)  Int 9 (+6) 
  Cha 10 (+7)
  Minion of Gol 
    
   
  Level 15 Minion
  Medium natural humanoid, orc 
   
    
  XP 300
  The fodder surrounding Gol bear the scars of countless battles in their master’s name with 
  a sneering grin demonstrating their pleasure for spilling blood.
  Minion of Gol Tactics
  Simply, minions of Gol are fully dedicated to their master and attack 
  to destroy all who stand against him.
  Distortion Weapon   
   
   
  Level 3+
  You daze your enemy with a successful melee attack.
  Simple Melee Weapon
  Spearstaff 1d8 damage   +2 Prof 
   Reach 2 
  Versatile
  The spearstaﬀ may be used as an implement by arcane characters that 
  can use a staﬀ.
  New Magic Weapon: Distortion
  
  8
  Initiative +4   
  Senses Perception +4; low-light vision
  HP 117; Bloodied 58
  AC 20, Fortitude 21, Reﬂex 20, Will 20
  Speed 8 (9 while charging)
  M Gore (standard; at-will)
  +12 vs. AC; 2d8+5 damage, or 2d8+9 against a prone target
  m Slashing Charge (standard; at-will)
  +13 vs. AC; 2d8+5 and the slash tusk boar slides the target 2 squares and the 
  attack does ongoing 5 damage (save ends)
  Unaligned
  Str 20 (+9) 
   Dex 10 (+4) 
  Wis 10 (+4)
  Con 15 (+6)  Int 2 (+0) 
  Cha 8 (+3)
  Initiative +7   
  Senses Perception +5; low-light vision
  HP 80; Bloodied 40
  AC 20, Fortitude 19, Reﬂex 18, Will 18
  Speed 8
  M Sanguineous Bite (standard; at-will)
  +12 vs. AC; 2d8+5 damage. 
  Secondary Attack: +10 vs. Fortitude; the target cannot use any of its healing 
  surges (save ends)
  Combat Advantage
  If the rage wolf has combat advantage against the target, the target takes 3 
  additional points of damage
  Unaligned
  Str 19 (+7) 
   Dex 16 (+6) 
  Wis 14 (+5)
  Con 19 (+7)  Int 5 (+0) 
  Cha 11 (+3)
  Rage Wolf 
    
   
  Level 7 Skirmisher
  Large natural beast 
     
  XP 300
  Drool foams down the side of its jaw, revealing sparkling teeth perfect for tearing ﬂesh.
  Rage Wolf Tactics
  Rage wolves are relentless attackers that focus on single foes using 
  sanguineous bite as often as possible.
  Slash Tusk Boar 
    
   
  Level 9 Brute
  Large natural beast 
     
  XP 400
  Mottled fur soaked in dried blood and incredibly sharp tusks mark this vicious creature.
  Slash Tusk Boar Tactics
  Slash tusk boars attempt to charge as often as possible, rarely focusing 
  on a single foe in combat in order to use slashing charge as much as 
  possible.
  SLASH TUSK BOAR
  
  9
  Encounter Groups
  Level 6 Encounter (1,250 XP)
  3 orc raiders (see the D&D 4E Monster Manual, level 3 skirmishers,  
  450 XP)
  2 slash tusk boars (level 9 brutes, 800 XP)
   
  Level 10 Encounter (2,400 XP)
  4 slash tusk boars (level 9 brute, 1600 XP)
  1 orc bloodrager (see the D&D 4E Monster Manual, level 7 elite brute, 
  600 XP)
  1 orc eye of the orcish god (see the D&D 4E Monster Manual, level 5 
  controller (leader), 200 XP)
   
  Level 14 Encounter (5,000 XP)
  Cag (level 17 elite skirmisher, 3,200 XP)
  4 rage wolves (level 7 skirmishers, 1,200 XP)
  1 orc blood rager (see the D&D 4E Monster Manual, level 7 elite brute, 
  600 XP)
   
  Level 20 Encounter (14,150 XP)
  Gol (level 22 elite controller, 8,300 XP)
  Fers (level 19 elite brute, 4,800 XP)
  5 minions of Gol (level 16 minion, 1,750 XP)
   
  Level 22 Encounter (20,500 XP)
  Gol (level 22 elite controller, 8,300 XP)
  Fers (level 19 elite brute, 4,800 XP)
  Cag (level 17 elite skirmisher, 3,200 XP)
  12 minions of Gol (level 16 minions, 4,200 XP)
  Tim Rose is just starting free-lancing 4E supplements as a spare time hobby to 
  help his own 4E experience.  He took a hiatus from gaming in the original advanced 
  version of the most popular fantasy role-playing game until he was introduced to the 
  same game, two-and-a-half versions later by a peer.  
  He is currently stationed at Fort Irwin, California with the United States Army and 
  plays as regularly as he can with both of his daughters and several other Soldiers in an 
  ongoing campaign of his own design that involves too many minions and not enough 
  dragons.  He can be reached at anjenphaine@yahoo.com with comments on Gol.
  
  10
  When I was coming up 
  with ideas for June’s NSFW 
  theme, there was one 
  image in particular in my 
  mind. I’ve recently started 
  falling back to a favorite 
  RPG 
  called 
  Earthdawn 
  recently (shameless plug: 
  Earthdawn Third Edition is 
  coming out at the end of 
  July from Redbrick and the 
  cover alone is worth it!) 
  and windlings.
   
  Windlings 
  are 
  tiny, 
  faerie-like creatures and 
  one of the major races of 
  Barsaive, also known as 
  Name-givers. They ﬂy with 
  butterﬂy wings and have 
  uniquely small weapons 
  built just for them. The 
  imagery of a tiny creature 
  zipping around the forest 
  with a bow in hand taking 
  down orcs seemed so cool 
  and against-the-norm. I 
  wanted to see how an idea 
  like that would work in 
  4E and so I took it to the 
  people.
       What follows are ﬁve tiny 
  races ready and available 
  for your campaign. They 
  run the gamut from ﬂying 
  pixies to leaping gremlins 
  and 
  there 
  were 
  some 
  surprising and interesting 
  ideas brought forth. I hope 
  they ﬁnd a way to your 
  table in some fashion and 
  inspire that same vision 
  I felt when I ﬁrst saw a 
  windling.
  Todd Crapper
  Editor
  Average Height: 4”-8” (10-20 cm)
  Average Weight: 2-3 ounces (30-85 grams) .
  Ability Scores: +2 Dex, +2 Cha. 
  Size: Tiny 
  Speed: 2, Fly 5 (Hover, Altitude limit 1) 
  Vision: Normal
  Languages: Elven, Common
  Skill Bonuses: +2 Acrobatics, +2 Stealth
  Tiny: You can move into squares occupied by allies and enemies, 
  and and must enter an enemy’s square to attack in melee. You 
  provoke opportunity attacks normally for doing so. You have 
  only a fraction of the normal carrying capacity, but aerie gear is 
  correspondingly lighter; count your carrying capacity and the weight 
  of armor and Aerie-scaled general gear (not weapons) in ounces 
  instead of pounds. Aeries suffer a -5 penalty on Strength checks to 
  interact with the environment. 
  Buzzing Flight: You can ﬂy, but only one square off the ground. 
  This places you within reach of almost all attacks. You can still use 
  ﬂight to cross difﬁcult terrain, water, and other hazards. When in 
  ﬂight, you dart rapidly about and take up space as if you were a 
  Small creature. You take up a 1 square space and cannot end your 
  movement in the same space as another creature. You have normal 
  reach, can make melee attacks against adjacent creatures, and ﬂank 
  creatures normally. As long as you are ﬂying at height 1 or less, you 
  can make opportunity attacks normally; if you ﬂy at greater heights 
  you cannot make opportunity attacks. 
  Fey Origin: Your are considered a fey creature for the purpose of 
  effects that relate to creature origin. 
  Aerie weapons: You can only use certain weapons. You are not 
  automatically proﬁcient in these weapons. This is the list of weapons 
  you can use an any special rules that apply when you use them.
  The dagger.
  The shortbow.
  The sling.
  One-handed weapons with the offhand quality,  
  which you use in two hands.
  Aerie by Starfox
  Aeries are diminutive fey, full of wonder at the world. They often latch 
  on to a larger companion and go exploring the world. Aeries are cheerful 
  and curious and enjoy putting larger creatures in their place. They are 
  perfectly capable of realizing the seriousness of a situation, but live in the 
  moment and won’t let future problems bring them down.
  RACIAL TRAITS
  
  11
  Aerie Twinkle: You gain the aerie twinkle racial power.
  At-Will • Illusion
  Standard action 
  Personal
  Effect: You become invisible until you attack or 
  until the end of your next turn.
  Aerie Twinkle 
   Aerie Racial Power
  You disappear in a twinkle of faerie dust.
  Physical Qualities
  Aeries are tiny fey, small enough to land in a human palm and have tall 
  pointed ears, long thin limbs and a body of heroic proportions. They ﬂy on 
  gossamer wings trailing stardust.
   
  Their skin, eyes, and hair have a wide range of colors, and can change 
  over time. Aeries living among other humanoids tend to be similar to them 
  in coloration and generally look like small fey imitations of their larger 
  neighbors, adopting their style of clothing, which can often look quite 
  humorous. Aeries living near dwarfs can even sport false beards. Aeries 
  living in the wild have a wider range of natural colors, imitating local 
  ﬂowers or other natural phenomena, with skin in pale pastel hues and hair 
  and eyes of bright primary colors. Such wild aeries often go naked or dress 
  only in garlands of feathers, leaves and ﬂowers.
   
  Aeries have lifespans comparable to humans. They are egg-laying, 
  planting their egg in ﬂower-buds where they magically gestate and hatch 
  as the bud goes into bloom. At least, this is what scholars think; aeries 
  themselves rarely discuss the matter.
  BEING TINY
  Tiny characters follow the same rules as Medium ones, with the 
  following exceptions.
  • You can’t use two-handed or versatile weapons. You must wield a 
  normal weapon with both hands unless it has the oﬀ hand property but 
  you do not gain additional damage for doing so. You may use a versatile 
  weapon with the small keyword, but otherwise must wield a normal 
  weapon with both hands.
  • A tiny creature has 0 natural reach, meaning you must enter the square 
  of another creature to attack. You can move through a space small 
  enough for a Tiny creature without squeezing. You can move through 
  an enemy creature’s space and leaving an enemy’s space provokes an 
  opportunity attack. A tiny creature can end its movement in a tiny 
  creature’s square as long as there are fewer than 4 tiny creature in that 
  square.
  • A tiny creature’s normal, heavy, and maximum loads are halved.
  
  12
  Encounter
  Move action   
  Personal
  Effect: You take a normal ﬂying move and ignore 
  the altitude limit on ﬂight until the end of your 
  turn. If you end your turn at too high an altitude, 
  you ﬂoat gently to the ground.
  Playing an Aerie
  Concerned with enjoying fun and beauty, aeries are creatures of 
  conﬂicting drives. They always seem childish and naive, but it is hard to 
  tell if this is an act or not. In certain circumstances they can be very adult 
  and calculating under a childish facade. Generally stay-at-homes who 
  enjoy the good life, they can be intensely curious when not overtaken 
  by shyness or laziness. Aeries sometimes get attached to larger folk and 
  follow them around, often adopting manners and outﬁt similar to their 
  companion.
   
  Aeries prosper in any place of great natural beauty or that satisﬁes their 
  curiosity. A few aeries even live in cities, usually as invisible observers. In 
  areas dominated by evil they sometimes maintain small hidden havens 
  of beauty. Aeries love to craft beautiful and intricate things, and can get 
  mesmerized by artful devices.
   
  Aeries prefer to remain out of sight of combat and only ﬁght if their 
  chosen glade or nest is threatened. Even then, their reaction might be 
  to run to larger allies for help. When they do ﬁght, aeries present a brave 
  front and advance with spells and weapons at the ready.
  Aerie Characteristics: Curious, playful, chatty, nimble. Aeries are 
  creatures of whim, and can shift from shy to extrovert or from lazy to 
  energetic on a moment’s notice.
  Male Names: Acorn, Brook, Buzzer, Greenhood, Leaf, Sparkle, 
  Sureshot, Tallears, Thorn, Zap.
  Female Names: Belle, Dew, Honeycup, Mist, Petal, Rosie, Star, 
  Twinkle.
  Aerie Feats
  Power Flight
  Prerequisite: Aerie
  Beneﬁt: You gain the use of the aerie power ﬂight feat power.
  Aerie Power Flight 
   
  Aerie Racial Power
  Wings buzzing, you rise above your normal altitude limit.
  Fast Flight [Aerie, Paragon]
  Prerequisite: Aerie, Level 11
  Beneﬁt: Increase your ﬂight speed by 2.
  True Flight [Aerie, Epic]
  Prerequisite: Aerie, Level 21
  Beneﬁt: You ignore the altitude limit on ﬂight.
  Click here to check out 
  the Aerie Harrier paragon 
  path exclusively on his 
  wiki page.
  
  13
  Gremlin by Jeff Cox (Minigiant)
  Tiny gray destruction
  RACIAL TRAITS
  Height: 2’0”-2’11”
  Weight: 25-35 lbs.
  Ability Scores: +2 Dexterity, +2 Charisma 
  Size: Tiny
  Speed: 4
  Vision: Low light
  Languages: Common, Dwarven
  Beastly Run: When you have at least one free hand, add 3 to your speed.
  Fast Crawl: You can crawl at your full speed. 
  Dismantle: You have a +5 bonus to Thievery checks to disarm or delay 
  traps.
  Gremlin Grapple: You gain gremlin grapple as an at-will power.
  Gremlin Feats - Heroic
  Greater Grappler
  Prerequisite: Gremlin, gremlin grapple
  Beneﬁt: You gain a +2 feat bonus to your defenses when an enemy 
  attempts to escape your grab.
  Disassemble Magic
  Prerequisite: Gremlin
  Beneﬁt: When you hit an enemy with a close arcane power, it must 
  immediately make a saving throw. If it fails, destroy one conjuration, 
  zone, or summoned creature it controls. 
  At-Will
  Standard action 
  Melee 1
  Target: One creature
  Attack: Strength vs Reﬂex, Constitution vs Reﬂex, or 
  Dexterity vs Reﬂex
  Hit: Strength damage and the target is grabbed. You 
  and every ally adjacent to the target gain combat 
  advantage over the target (until escape). If the target 
  is Medium or larger, the target is not immobilized. 
  Instead when it moves, you move along with it and 
  stay in the same portion of the creature’s space. 
  Special: When you create your character, choose 
  Strength, Constitution, or Dexterity as the ability score 
  you use when making attack rolls with this power.
  Gremlin Grapple 
   Attack/Utility #
  You climb onto an enemies leg and sink your blade in for a 
  better grip.
  
  14
  Gremlin Feats - Paragon
  Destoy Constructs
  Prerequisite: Gremlin
  Beneﬁt: When you hit a contruct when you have combat advantage, you 
  deal an additional 1d10 damage.
  Kirpsa by feldagriff
  Agile and industrious creatures resembling large ﬂying squirrels.
  RACIAL TRAITS
  Average Height: 1 ́ 9 ̋– 2 ́ 3 ̋
  Average Weight: 13–18 lbs.
  Ability Scores: +2 Dex, +2 Cha
  Size: Tiny
  Speed: 5 squares [Glide: 7]
  Vision: Low-light
  Languages: Elven, plus one other
  Skill Bonuses: +2 Acrobatics, +2 Stealth
  Kirpsa Weapon Proﬁciency: You gain proﬁciency with the kirpsa 
  bow [Prof: +2, Damage: 1d4, Range: 15/30, Price: 15 gp, Weight: 1 
  lb., Group: Bow, Properties: Load free, small].
  Kirpsa Bow Substitution: This weapon can be used by kirpsa with 
  a class power that requires a ranged weapon. The kirpsa bow is 
  substituted for the weapon in the power description. 
  Shifty: The Kirpsa shifts one square when missed by a melee attack 
  as an immediate reaction.
  Sure Climber: A successful Athletics check allows you to climb 
  at your normal speed. You also gain a +1 feat bonus to Athletics 
  checks.
  Tiny Athletics: You can use your Dexterity modiﬁer in place of 
  Strength for the Athletics skill.
  Wild Step: You ignore difﬁcult terrain when you shift (even if you 
  have a power that allows you to shift multiple squares).
  Glide: You can use glide as an at-will power.
  
  15
  At-Will
  Immediate Interrupt  
  Personal
  Trigger: You jump or fall from a height of 10 feet 
  or higher.
  Effect: You can glide a minimum of 2 squares per 
  10 feet of elevation and a maximum of 7 squares per 
  10 feet of elevation as a move action. You can use a 
  double move to glide twice as far. You can glide to 
  avoid falling damage.
  A colony of kirpsa is called a drey. Kirpsa society is hierarchical with the 
  clan leader called the Dreyalt. They place high value on work ethic and 
  being frugal. They gather food throughout the year in preparation for 
  winter, and this habit sometimes contributes to a mentality of hording in 
  general.
   
  It is common for kirpsa and treants to form a symbiotic relationship, 
  where the kirpsa colony resides on/in the treant. In these communities, 
  the treant is usually referred to as “Father Drey”, or “The Keeper”. In 
  terms of leadership the treant and the Dreyalt are regarded equally.
   
  Sometimes a kirpsa feels compelled to leave the drey to see more of the 
  world. This is often referred to as the wander-lust. With the permission 
  of the Dreyalt, these kirpsa often join adventurers or dwell with elves or 
  other fey.
  Play a Kirpsa if you want to be . . .
  • a little known race with an aﬃnity for bows and commitment to 
  community and comrades.
  • quick on your feet, respectful, practical, and straight-forward.
  • a member of a race that favors the rogue or ranger classes.
  Meecefolk by chronoplasm
  “Little mouse! The battleﬁeld is no place for a little mouse. Stay in my 
  helmet where you will be safe, little mouse.”
  RACIAL TRAITS
  Average Height: 1 ́ 9 ̋– 2 ́ 3 ̋
  Average Weight: 13–18 lbs.
  Ability Scores: +2 Dexterity, +2 Charisma
  Size: Tiny
  Speed: 5
  Vision: Low-light
  Language: Common, Elven
  Skill Bonuses: +2 Thievery, +2 Diplomacy
  Glide 
  Kirpsa Racial Power
  You can glide to avoid falling damage and move a greater 
  distance than your normal speed.
  
  16
  Fey Origin: You count as a fey creature for purposes of effects that 
  relate to origin.
  Pocket Pal: You may treat medium sized allies as mounts. You may 
  treat backpacks as saddles. You must be in the same square as your 
  ally to mount it. Your ally must be willing.
   
  As a standard-action, you may allow a willing mounted ally to 
  make a basic melee or ranged attack as a free action.
   
  As a move-action, you may allow a willing mounted ally to move 
  up to its speed or shift 1 square as a free action.
  Scurry: When you shift, you can make a stealth check.
  Let’s Go!: You gain let’s go! at an encounter power.
  Pedlan by malcom_n
  Danger under foot.
  RACIAL TRAITS
  Average Height: 1’4” - 1’11”
  Average Weight: 38-65 lb.
  Ability Scores: +2 Constitution, +2 Dexterity
  Size: Tiny
  Speed: 5
  Vision: Normal
  Languages: Common, plus one other
  Skill Bonuses: +2 Athletics, +2 Acrobatics
  Encumbered Speed: Acts exactly like the dwarven racial trait.
  Difﬁcult to See: You gain a +2 bonus to AC against creatures that 
  attack you while you occupy another creature’s square.
  Well Balanced: Although you are tiny, your feet certainly are not. 
  Because of the support your oversized feet provide, do not halve 
  your normal, heavy, and maximum loads like other tiny creatures. 
  Encounter • Weapon
  Standard action 
   
  Melee weapon
  Target: One creature
  Attack: Strength, Dexterity, or Charisma vs. AC
  Hit: 1[W] or 1d8 + Charisma modiﬁer damage. If 
  you are mounted, the mount can make a basic melee 
  attack against the target.
  Effect: You may shift up to your speed before making 
  this attack. If you are mounted, you can shift up to 
  your mounts speed instead
  Let’s Go!   
  Meecefolk Racial Power
  “We are a train! Choo choooo!!”
  
  17
  You are a master at distributing weight where it needs to be.
  Padded Feet: You ignore difﬁcult terrain when you shift (even if you 
  have a power that allows you to shift multiple squares).
  Quick Step: You have the quick step racial power.
  Pedlan Feats
  Pedlan Mobility [Pedlan]
  Prerequisite: Pedlan
  Beneﬁt: You gain a +4 feat bonus to AC against opportunity attacks.
  Special: This feat cannot be used in combination with Defensive 
  Mobility.
  Tiny Barbarian [Barbarian, pedlan]
  Prerequisite: Tiny size, barbarian
  Beneﬁt: When you wield a one-handed weapon without the oﬀ-hand 
  property in two hands, your weapon damage die increases by one size. 
  This increase only applies to your basic attacks and barbarian attack 
  powers.
  Versatile Tiny Weapon Prof iciency
  Prerequisite: Tiny size
  Beneﬁt: You have training in a versatile weapon of your choice. You can 
  wield that weapon in two hands, but you take a -1 penalty to your attacks 
  when you do. You still do not gain additional damage for wielding the 
  weapon in two hands.
   
  At 11th level, this penalty is removed.
  Well Balanced Reach [Pedlan]
  Prerequisite: Pedlan, Well Balanced racial trait.
  Beneﬁt: When you wield a one-handed weapon in two hands, you have 
  reach 1 and you threaten the squares within your reach. You also gain a 
  +2 feat bonus to Athletics checks.
  Encounter
  Free action   
  Personal
  Effect: Until the end of your next turn, you can 
  shift 1 square before, during, or after you take a 
  move action. While the effect lasts, you can do 
  this once per move action.
  Quick Step 
   Pedlan Racial Power
  Your tiny size adds grace at a moment where there may not 
  otherwise be any.
  
  18
  Encounter • Martial
  Immediate Interrupt  
  Personal
  Prerequisite: Tiny size
  Trigger: An enemy tries to push, pull, or slide you.
  Effect: You can shift the number of squares you would 
  have been forced to move in any direction of your 
  choosing.
  Daily • Primal, Rage
  Standard action 
  Melee weapon
  Prerequisite: Tiny size
  Target: One creature
  Attack: Strength vs AC
  Hit: 2[W] + Strength modiﬁer damage
  Effect: You enter the rage of the giant slayer. Until the 
  rage ends, if you attack a Large or larger creature with 
  a blast, you can attack that creature once for each 
  square it occupies in the blast.
  Encounter • Martial
  Standard action 
  Melee weapon
  Requirement: Tiny Size
  Requirement: You must be adjacent to a Medium 
  or larger ally when you use this attack.
  Effect: You ﬂy in a straight line up to 8 squares. At 
  any time during that movement, you can make a 
  charge attack against an adjacent enemy. You must 
  land at the end of the movement, or you fall prone 
  in an unoccupied square.
  Half ling Home [Pedlan]
  Prerequisite: Pedlan
  Beneﬁt: You gain one halﬂing racial feat of your choice.
  Special: You can take this feat more than once. Each time you take it, 
  choose a diﬀerent halﬂing racial feat.
  Additional Pedlan Powers
  Don’t Tell the Elf 
   
  Fighter Attack 1
  You have an ally toss you at your foe.
  Giant Slayer’s Rage 
   
  Barbarian Attack 1
  You go into a frenzy of strikes you’ve learned can cut down 
  even bigger foes.
  Under Current 
   
  Rogue Utility 2
  You take advantage of your size to move safely.
  
  19
  Pixie by 77IM
  Delicate, magical ﬂower-dwellers, pixies are swift and tricky forces of 
  nature.
  RACIAL TRAITS
  Average Height: 0’9” – 1’2”
  Average Weight: 1-2 lb.
  Ability Scores: -2 Strength, +2 Dexterity, -2 Constitution,  
  +2 Charisma
  Size: Tiny 
  Speed: 4 squares, ﬂy 6 squares (hover)
  Vision: Low-Light
  Languages: Common, Elven
  Skill Bonuses: +2 Arcana, +2 Stealth
  Pixie Weapon Proﬁciency: You are proﬁcient with the dagger, short 
  sword, pixie lance, and pixie bow. A pixie bow has the same game 
  statistics as a shortbow, except it only does 1d6 damage, has a range 
  of 10/20, weighs 1 lb., and can be used by pixies. It ﬁres pixie-sized 
  arrows, which have the same cost as regular-sized arrows. A pixie 
  lance has the same game statistics as a short sword, except it is in 
  the spear weapon group.
  Darting: You get a +1 racial bonus to Reﬂex defense.
  Fairy Folk: You have the fey keyword for effects relating to creature 
  type.
  Flight: You can ﬂy 6 squares as a move action. You can ﬂy in any 
  direction, and can take double moves and use the run action while 
  ﬂying. Because you can hover, you can shift and make opportunity 
  attacks while ﬂying, and don’t need to maintain a minimum speed or 
  spend a move action to stay aloft. If you are knocked unconscious, 
  you fall to the ground. If you are knocked prone or crash into 
  something, you descend safely for six squares; if you don’t reach the 
  ground by then, you fall the rest of the way. You can’t ﬂy if you are 
  carrying more than a light load.
  Pixie Dust: You can use the wizard cantrip prestidigitation as an 
  encounter power.
  Full Space: Because pixies dart rapidly about during combat, you 
  take up a 1 square space, just like a Medium or Small creature. You 
  can make melee attacks and opportunity attacks against adjacent 
  creatures, and can ﬂank creatures normally. Like a Tiny creature, you 
  can move through a space small enough for a Tiny creature without 
  squeezing. You can move through an enemy creature’s space, 
  although you can’t end your turn there, and leaving an enemy’s 
  space provokes an opportunity attack.
  
  20
  Minuscule fey humanoids with insect-like wings, pixies are shy and 
  reclusive, frolicking amongst the leaves and ﬂowers of the feywild and 
  rarely showing themselves to visitors or inhabitants. And yet, pixies are 
  inquisitive, playful, and known for their trickery, which sometimes gets 
  them into trouble with the larger races. Sometimes a pixie will leave their 
  woodland home, to explore the world or battle threats to pixie-kind.
  Play a pixie if you want...
  • to resemble the classical image of a winged fairy.
  • to be small, swift, and capable of ﬂight.
  • to be capricious, curious, and clever.
  • to be a member of a race that favors the bard, rogue, sorcerer, and 
  warlock classes.
  R E W A R D S
  R E W A R D S
  Everyone who participates in NSFW automatically receives 25 XP towards 
  our upcoming EPIC Rewards program. Details and implimentation are 
  still being worked out, but the overall concept is a rewards program for 
  Emerald Press PDF Publishing customers who not only purchase our 
  products, but contribute to it as well. There are additional incentives for 
  submissions and other good deeds (check out the new NSFW logo - he 
  got  200 XP for his eﬀorts!), redeemable for free upcoming products or 
  exclusive EPIC editions of EP products.
  Like we said, details are still to come and details will be posted to our 
  website as they happen.
  
  21
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, 
  D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S 
  GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S 
  VAULT are trademarks of Wizards of the Coast in the USA and other countries and are 
  used with permission. Certain materials, including 4E References in this publication, 
  D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are 
  property of Wizards of the Coast, and are used with permission under the Dungeons & 
  Dragons 4th Edition Game System License. All 4E References are listed in the 4E System 
  Reference Document, available at www.wizards.com/d20.  
   
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob 
  Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by 
  James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and 
  James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, 
  and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; 
  Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 
  2009 Wizards of the Coast. All rights reserved.
  Combat Advantage is a series of free supplemental material for the 
  Dungeon & Dragons 4E Roleplaying Game™ courtesy of  
  www.emeraldpresspdf.com
  
SOURCE: textdata/thevault/Combat Advantage/Combat Advantage 11.pdf