“I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow.”
AW at-will · ENC encounter · DLY daily |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Wpn weapon rider · Spec special |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · [W] weapon dice · * = errata
You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of dmg to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-andrun tactics whenever possible.
Your talents depend on extensive training and practice, inner confidence, and natural proficiency.
Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-andrun assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger.
As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt.
When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?
Rangers depend on Str, Dex, and Wis for most of their powers. Con is also useful, since it helps them stand up to dmg. The two ranger builds presented here are the archer ranger and the melee ranger.
You are a master of the bow (or, rarely, the crossbow, sling, or thrown weapon). You prefer ranged attack powers, and you resort to melee only when there are no good targets left for your arrows. Most of your attack powers use Dex, so Dex should be your highest ability score. You find yourself in melee from time to time, so Str is a good choice for your second-highest score. Wis should be your thirdbest ability score. Choose powers that reflect your preference for ranged weapons.
Suggested Feat: Lethal Hunter (Human feat: Human Perseverance)
Suggested Skills: Endurance, Heal, Nature, Perception, Stealth
Suggested At-Will Powers: careful attack, nimble strike
Suggested Encounter Power: evasive strike
Suggested Daily Power: split the tree
You like to get up close and rely on the ranger’s famous two-weapon fighting style. Naturally, you prefer melee attack powers, and that means Str should be your highest ability score. For your second ability, Dex is a good choice because it improves your AC. Make Wis your third choice, since it adds to your Will defense and provides a bonus to many of your powers. Choose powers that reflect your preference for fighting with two melee weapons.
Suggested Feat: Lethal Hunter (Human feat: Action Surge)
Suggested Skills: Acrobatics, Dungeoneering, Endurance, Heal, Perception
Suggested At-Will Powers: hit and run, twin strike
Suggested Encounter Power: dire wolverine strike
Suggested Daily Power: jaws of the wolf
A deadly hunter, you specialize in double-teaming your enemies with the aid of a beast companion.
Your beast is an extension of you, and thereby it is an invaluable member of your group. No other is needed to help you flank your quarry. Melee combat with the aid of your beast is your focus, so you favor Str. You count on Dex for your AC and occasional ranged attacks, so your secondary focus is on that ability score. Wis, your tertiary ability score, makes you better at the Perception skill and gives you an edge with many ranger powers. The Beast Mastery class feature is designed to complement this build.
Suggested Feat: Lethal Hunter (Human feat: Improved Initiative)
Suggested Skills: Athletics, Heal, Nature, Perception, Stealth
Suggested At-Will Powers: circling strike*, predator strike*
Suggested Encounter Power: synchronized strike*
Suggested Daily Power: partnered savaging*
*New option presented in this book
Stealthy and agile, you are a talented skirmisher who adapts to overcome any combat scenario. Although you resemble the archer ranger, your powers provide you with mobility and more melee options. You are unrivaled in your ability to fight well at any range.
SUGGESTED OPTIONS Dex is your key ability score. You rely on Dex for your ranged attacks and some melee attack powers as well. After Dex, you should emphasize Wis, because you rely on intuition to help guide your attacks. For your tertiary ability score, you should favor Str or Con.
Suggested Class Features: Hunter Fighting Style: Running Attack·
Suggested Feat: Swift Footwork"
Suggested Skills: Acrobatics, Athletics, Nature, Perception, Stealth
Suggested At-Will Powers: fadinfl strike: twin strike
Suggested Encounter Power: skirmish shot"
Suggested Daily Power: skirmishing stance'
*New option presented in this book
Fierce, fast, and hard-hitting, you are skilled at fighting with two weapons and using your offhand for throwing or parrying. Many ofyour attacks require thrown weapons. You're faster than other characters, but you're not interested in outrunning trouble; you go looking for it.
SUGGESTED OPTIONS Str is your most important ability score. Your melee attacks and heavy thrown weapon attacks rely on it. Typically Wis should be your second highest ability score, because you depend on instinct and battle awareness. Dex and Con are both good choices for your tertiary ability score, depending on whether you prefer to dodge attacks or tough out the hits.
Suggested Class Features: Marauder Fighting Style: Running Attack"
Suggested Feat: Manticore's Fury*
Suggested Skills: Acrobatics, Athletics, Endurance, Nature, Perception
Suggested At-Will Powers: marauder's rush: tllrow and stab*
Suggested Encounter Power: hurging charge*
Suggested Daily Power: scything blow*
"New option presented in this book
Your class features depend largely on the build and fighting style you choose.
Choose one of the following fighting styles and gain its benefit.
**Archer Fighting Style:** Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
**Two-Blade Fighting Style:** Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is offhand.) In addition, you gain Toughness as a bonus feat.
**Marauder Fighting Style: **You gain Two-Weapon Defense (Player's Handbook, page 201) as a bonus feat, even ifyou don't meet the prerequisites. In addition, you gain a +l bonus to speed while you aren't using a shield or a two-handed weapon.
**Hunter Fighting Style:** You gain Quick Draw (Player's Handbook, page 200) as a bonus feat, even ifyou don't meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against OAs you provoke by making a ranged attack.
Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals dmg based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra dmg to after all the attacks are rolled. If you have dealt Hunter’s Quarry dmg since the start of your turn, you can’t deal it again SONT.*
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.
Level Hunter’s Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
OR
This class feature replaces the Prime Shot class feature.
Running Attack: Ifyou use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 sq away from where you began that move, you gain a +1 bonus to attack rolls made as part ofthat standard action.
OR
The Beast Mastery class feature is available to any ranger who wishes to gain a loyal beast companion. To select this class feature, you must **GIVE UP the Prime Shot** class feature, and you do not select either the **Archer Fighting Style or the Two-Blade Fighting Style**.
**Beast Mastery:** You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These cat-egories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.
For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level.
You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands (see “Commanding a Beast Companion,” page 41).
Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra dmg from Hunter’s Quarry, but only one of you can deal this extra dmg per round.
Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a MBA with commander’s strike, and so forth. You and your beast companion are treated as separate creatures.
You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task (see “Gaining a New Companion,” page 42). The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.
As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals. (This ritual is described on page 41.)
Your powers are bold exploits derived from your relentless training in archery and swordplay. At higher levels, you have access to special stance powers (see “Keyword Categories,” page 55).
A power that has this keyword can be used only while your beast companion is conscious and present in an encounter.
The following range designations appear in some powers.
Melee beast 1: The attack’s target must be adjacent to your beast companion.
Melee weapon (beast 1): The attack’s target must be within the reach of the weapon you’re wielding and must be adjacent to your beast companion.
Close burst (beast): The burst originates from your beast companion.
Powers that rely on your beast companion to attack use the beast’s attack bonus and use [B] to denote the beast’s dmg die. A number before [B] tells you the number of times you roll the die. For example, a wolf companion’s dmg die is 1d8. If you use partnered savaging, which deals 2[B] + beast’s Str dmg, a wolf companion would deal 2d8 + its Str dmg.
| AW | Careful AttackStd Melee or Ranged wpnTgt One creature | Req You must be wielding two melee weapons or a ranged weapon. W @ Str+2 v AC or W @ Dex+2 v AC (TWF or Ranged) |
| AW | Hit and RunStd Melee wpnTgt One creature | W+Str* @ Str v AC; * No withdrawal AoO |
| AW | Nimble StrikeStd Ranged wpnTgt One creature | W+Dex @ Dex v AC; Shift 1 before or after |
| AW | Twin StrikeStd Melee or Ranged wpnTgts One or two creatures | Req You must be wielding two melee weapons or a ranged weapon. W @ Str v AC x2 or W @ Dex v Ac x2 Ranged |
| AW | Circling StrikeStd Melee wpnTgt One creature | W+Str @ Str v AC; Beast Shift 1 before or after |
| AW | Predator StrikeStd Melee beast 1Tgt One creature adjacent to you | B’s+Str+ Your Wis @ B’s v AC |
| AW | Fading StrikeStd Melee or Ranged wpnTgt One creature | W+Dex @ Dex v AC; Shift 2 no adjacent to target |
| AW | Marauder's RushStd Melee wpnTgt One creature | W+Dex+Wis @ STR v AC; On charging |
| AW | Throw and StabStdTgt One creature | Req You must be wielding both a thrown weapon and a melee weapon. Ranged weapon · W @ Str v AC; then charge effect |
| ENC | Dire Wolverine StrikeStd Close burst 1Tgt Each enemy in burst you can see | Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 1[W] + Str dmg. |
| ENC | Evasive StrikeStd Melee or Ranged wpnTgt One creature | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). Spec You can shift a number of sq equal to 1 + your Wis either before or after the attack. |
| ENC | Fox’s CunningImm React Melee or Ranged wpn | Atk You can shift 1 sq, then make a basic attack against the enemy. Trig An enemy makes a melee attack against you · Spec Gain a pwr bonus your basic attack roll equal to your Wis. |
| ENC | Two-Fanged StrikeStd Melee or Ranged wpnTgt One creature | Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), two attacks · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged) per attack. If both attacks hit, you deal + Wis. |
| ENC | Enclose the PreyStd Melee wpn (beast 1)Tgt One creature designated as your quarry | Atk Str vs AC · Hit 2[W] + Str dmg. Eff Before the attack, both you and your beast companion can shift 2 sq. Beast If your companion is a cat, a spider, or a wolf, the attack deals + Wis. |
| ENC | Hunting-Partner StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If you’re flanking tgt, the attack deals + Wis. |
| ENC | Off-Hand StrikeMinor Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg (off-hand weapon). |
| ENC | Rapid VolleyStd Ranged wpnTgts One or two creatures | Atk Dex vs AC, one attack per target. If you target one creature, you gain a +2 bonus to the dmg roll. If you target two creatures, you take a –2 penalty to both attack rolls. · Hit 1[W] + Dex dmg. |
| ENC | Singular ShotStd Ranged wpnTgt One creature | Atk Dex vs AC · Hit 2[W] + Dex dmg. If no creatures are adjacent to tgt, the attack deals + Wis. |
| ENC | Synchronized StrikeStd Melee wpn (beast 1)Tgt One creature | 1°Atk Beast’s attack bonus vs AC · 2°Atk Str vs Ref · Hit 1[B] + beast’s Str dmg. · Hit 1[W] + Str dmg. Eff You make a secondary attack against tgt. Beast If your companion is a bear, a boar, a lizard, a raptor, or a snake, the secondary attack deals + Wis. |
| ENC | Feral AmbushStd Melee beast 1Tgt One creature | Atk Beast's attack bonus vs AC · Hit 1 [B) + beast's Str dmg. If you and your beast companion are flanking tgt, the attack deals 1 [B) extra dmg. Beast: If your companion is a cat, a raptor; a serpent, or a wolf, the attack deals + Wis. |
| ENC | Hunter's PounceStd Melee wpnTgt One creature | Atk Dex vs AC Hit: 2[W) + Dex dmg, and tgt slowed EONT. Eff Before the attack, you shift 2 sq. |
| ENC | Hurling ChargeStd Ranged wpnTgt One creature | Req You must be wielding both a thrown weapon and a melee weapon. · Atk Str vs AC (thrown weapon) · Hit 1[Wj + Str dmg. Eff Using your Hunter's Quarry, you designate tgt as your quarry. · Eff You charge tgt. |
| ENC | Precise AssaultStd Melee wpnTgt One creature Attack: Str + 2 vs AC Hit: 2[Wj + Str dmg. | Eff Before the attack, you move your speed. You don't provoke OAs for leaving a sq uare at the start of this movement. |
| ENC | Skirmish ShotStdTgt One creature | Atk Dex vs AC · Hit 2[WI + Dex dmg. Eff Before the attack, you move your speed. Ranged weapon |
| DLY | Hunter’s Bear TrapStd Melee or Ranged wpnTgt One creature | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged), and tgt slowed and takes ongoing 5 dmg (save ends both). Miss Half dmg, no ongoing dmg, and tgt slowed EONT. |
| DLY | Jaws of the WolfStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 2[W] + Str dmg per attack. Miss Half dmg per attack. |
| DLY | Split the TreeStd Ranged wpnTgts Two creatures within 3 sq of each other | Atk Dex vs AC. Make two attack rolls, take the higher result, and apply it to both targets. · Hit 2[W] + Dex dmg. |
| DLY | Sudden StrikeStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · 2°Atk Str vs AC (main weapon) · Hit 1[W] dmg (off-hand weapon). · Hit 2[W] + Str dmg (main weapon), and tgt weakened EONT. Eff You shift 1 sq and make a secondary attack against tgt. |
| DLY | Boar AssaultStd Melee or Ranged wpnTgt One creature | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Eff Until tgt reduced to 0 hit points, you gain temporary hit points equal to your Wis each time you hit tgt. Miss Half dmg. · Dex dmg (ranged), and you gain temporary hit points equal to your Wis. |
| DLY | Driving the QuarryStd Melee wpn (beast 1)Tgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff If tgt your quarry, you slide it 2 sq and slide your beast companion 2 sq, ending its movement adjacent to tgt. If tgt your quarry and is also bloodied, you instead slide the beast 4 sq. Miss Half dmg. · Beast If your companion is a cat, a raptor, a spider, or a wolf, you can slide it to any sq adjacent to tgt. |
| DLY | Hunt’s EndStd Melee or Ranged wpnTgt One bloodied creature | Atk Str vs AC (melee) or Dex vs AC (ranged). · Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged). Miss Half dmg. · If tgt your quarry, the attack can score a critical hit on a roll of 19–20. |
| DLY | Off-Hand ParryStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg (main weapon). Eff You gain a pwr bonus AC equal to your Wis EONT or until you attack with your off-hand weapon. |
| DLY | Partnered SavagingStd Melee beast 1Tgt One creature | Atk Beast’s attack bonus vs AC · Hit 2[B] + beast’s Str dmg. Eff If tgt your quarry, you can shift 3 sq and make a basic attack against it. Miss Half dmg. |
| DLY | Commanding ConfrontationStd Ranged wpnTgt One creature designated as your quarry | Atk Dex vs AC · Hit 3[WI + Dex dmg. Eff Until tgt no longer your quarry, your melee attacks against it deal extra dmg equal to 2 + your Wis. Miss Half dmg. |
| DLY | Distracting TeamStd Melee wpn (beast 1)Tgt One creature | 1°Atk Str vs AC · 2°Atk Beast's attack bonus vs AC · Hit 1 [WI + Str dmg. If this hit reduces tgt to 0 hit pOints, this power is not expended. Miss: Half dmg. Effect: Your beast companion moves its speed and makes a secondary attack against tgt. · Hit 2 [BI + beast's Str dmg, and your beast companion knocks tgt prone. Miss Half dmg. |
| DLY | Isolation StrikeStd Melee wpnTgt One or two creatures | Atk Str vs AC · Hit l[W] + Str dmg. If tgt not your quarry, you can push it a number of sq equal to your Wis. Miss Half dmg. |
| DLY | Scything BlowStd Melee wpnTgt One or two creatures | Atk Str or Dex vs AC · 2°Atk Str or Dex vs AC · Hit 1[Wl dmg, and knock prone. · Hit 1[W] dmg. Eff Before the attack, you shift 1 sq. · Eff Make a secondary attack against each target. Miss Half dmg. · Miss Half dmg. |
| DLY | Skirmishing StanceMinor Pers | Eff Until the stance ends, whenever you move at least 4 sq away from where you started your turn, you gain a +1 pwr bonus AC and Reflex SONT, and your next attack before the EONT deals 1dB extra dmg. |
| DLY | Sure ShotStd Ranged wpnTgt One creature | Atk Dex vs AC. You can reroll the attack roll but must use the second result. · Hit 3[W] + Dex dmg. You can reroll each dmg die once but must use the second result. |
| ENC | Crucial AdviceImm React Ranged 5 | Eff Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wis. Trig An ally within range that you can see or hear makes a skill check using a skill in which you’re trained |
| ENC | Unbalancing ParryImm React Melee 1 | Eff You slide the enemy 3 sq into a sq adjacent to you and gain CA against it EONT. Trig An enemy misses you with a melee attack |
| ENC | Yield GroundImm React Pers | Eff You can shift a number of sq equal to your Wis. Gain a +2 pwr bonus all defenses EONT. Trig An enemy damages you with a melee attack |
| ENC | Ferret an OpeningMinor Pers | Req You must be flanking an enemy. Eff You gain CA against the flanked enemy EONT. |
| ENC | Fox ShiftFree Pers | Eff You can shift 1 sq, and you gain a +2 pwr bonus all defenses against your target’s attacks EONT. Trig You hit a target with a melee attack and tgt marked by an ally |
| AW | Hearten the BeastStd Close burst 20Tgt Your beast companion in burst | Eff The target makes a saving throw. Beast If tgt a bear or a boar, it gains a bonus to the saving throw equal to your Wis. |
| DLY | Hunter’s PrivilegeNo Act Pers | Eff Until the stance ends, you add 3 to the extra dmg you deal with Hunter’s Quarry. Trig You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s |
| AW | Pack AlertnessMinor Close burst 10Tgts You and your beast companion in burst | Eff The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa. Beast If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks. |
| DLY | Begin the Hunt | Eff You gain a +1 bonus to the initiative check, and using your Hunter's Quarry, you designate one creature you can see as your quarry. You gain a +1 pwr bonus attack rolls against that creature until it is no longer your quarry. Trig You roll initiative |
| Invigorating Stride | Eff You shift a number of sq equal to your Wis and must not end the shift adjacent to any enemy. You can use your second wind. | |
| ENC | Terrain AdvantageMinor Pers | Eff Until the EONT, you gain a +4 pwr bonus all defenses while you occupy a sq of difficult terrain. |
| ENC | Cut and RunStd Melee or Ranged wpnTgt One or two creatures | Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), two attacks · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged) per attack. Spec After the first or the second attack, you can shift a number of sq equal to 1 + your Wis. |
| ENC | Disruptive StrikeImm Intr Melee or Ranged wpnTgt The attacking creature | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wis. Trig You or an ally is attacked by a creature |
| ENC | Shadow Wasp StrikeStd Melee or Ranged wpnTgt One creature that is your quarry | Atk Str vs Ref (melee) or Dex vs Ref (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). |
| ENC | Thundertusk Boar StrikeStd Melee or Ranged wpnTgts One or two creatures | Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), two attacks · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged) per attack. With each hit, you push tgt 1 sq. If both attacks hit the same target, you push tgt a number of sq equal to 1 + your Wis. |
| ENC | Beast LatchStd Melee wpn (beast 1)Tgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff If tgt moves during its next turn, your beast companion can shift to any sq adjacent to tgt’s new location as a free action. If tgt your quarry, it is slowed EONT. Beast If your companion is a bear, a cat, a raptor, a spider, or a snake, the attack deals + Wis. |
| ENC | Leonine SurgeStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC, two attacks · Hit 1[W] + Str dmg per attack. If both attacks hit, tgt knocked prone and takes + Wis. If both attacks miss, you grant CA to all enemies SONT. |
| ENC | Paired PredatorsStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff Your beast companion can make a MBA against a target within its reach as a free action. Beast If your companion is a boar, a lizard, or a wolf, the attacks deal + Wis. |
| ENC | Ruffling StingMinor Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg (off-hand weapon). Until the end of your turn, tgt grants CA to you for your next melee attack against it. |
| ENC | Scattering VolleyStd Ranged wpnTgts One or two creatures | Atk Dex vs AC, one attack per target. If you target one creature, you gain a +2 bonus to the dmg roll. If you target two creatures, you take a –2 penalty to both attack rolls. · Hit 1[W] + Dex dmg, and you slide tgt 1 sq. |
| ENC | Thwarting ShotStd Ranged wpnTgt One creature | Atk Dex vs Fort · Hit 1[W] + Dex dmg, and tgt slowed and takes a –2 penalty to attack rolls EONT. |
| ENC | Avenging ChargeImm React Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit 2[W] + Str dmg. Eff You charge the triggering enemy and make the following attack in place of a MBA. Trig An enemy attacks your ally |
| ENC | Encircle the PreyStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg, and you slide tgt 1 sq. You can shift 1 sq. Eff Your beast companion makes a MBA against tgt as a free action. |
| ENC | Parting StrikeStd Melee wpnTgt One creature | Atk Dex vs AC · Hit 2[W) + Dex dmg, and tgt slowed EONT. Eff After the attack, you shift your speed. |
| ENC | Stalking StrikeStd Ranged wpnTgt One creature | Atk Dex vs AC. If you are hidden when you attack, you can make a Stealth check to remain hidden if you have any cover or any concealment. Hit: 2[WI + Dex dmg. |
| ENC | Sustaining StrikeStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · 1°Atk Str vs AC (main weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit 1[WI + Str dmg. If this attack reduces tgt to 0 hit points, this power is not expended, and you gain a +2 pwr bonus the next attack roll you make with this power before the end of the encounter. · Hit 1[WI + Str dmg. Eff Make a secondary attack against tgt. |
| ENC | Upending ThrowStd Ranged wpnTgt One creature | Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon) Hit: 2[WI + Str dmg, and knock prone. |
| DLY | Excruciating ShotStd Ranged wpnTgt One creature | Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt weakened (save ends). Miss Half dmg, and tgt not weakened. |
| DLY | Frenzied SkirmishStd Melee wpnTgts One or two creatures | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 1[W] + Str dmg per attack. If an attack hits, tgt dazed EONT. If both attacks hit the same target, it is dazed and slowed EONT. Spec Before or after these attacks, you can move your speed without provoking OAs. |
| DLY | Splintering ShotStd Ranged wpnTgt One creature | Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt takes a –2 penalty to attack rolls until the end of the encounter. Miss Half dmg, and tgt takes a –1 penalty to attack rolls until the end of the encounter. |
| DLY | Two-Wolf PounceStd Melee wpn1°Tgt One creature2°Tgt One creature other than the primary target | Req You must be wielding two melee weapons. · Atk Str vs AC, two attacks (main weapon and offhand weapon) · 2°Atk Str vs AC (off-hand weapon) · Hit 2[W] + Str dmg (main weapon) and 1[W] + Str dmg (off-hand weapon). · Hit 2[W] dmg (off-hand weapon). Eff After attacking the primary target, you can shift 2 sq and make a secondary attack. Spec You can shift 2 sq before making this attack. |
| DLY | Adaptive AssaultStd Melee or Ranged wpnTgts One or two creatures | Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), two attacks · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged) per attack. If both attacks hit the same target, tgt either takes ongoing 5 dmg or is dazed (save ends either). Miss Half dmg per attack. |
| DLY | Bloodied FrenzyImm React Melee beast 1Tgt The triggering enemy | Atk Beast’s attack bonus vs AC · Hit 2[B] + beast’s Str dmg, and tgt immobilized (save ends). Eff Before the attack, your beast companion can shift 5 sq. Trig An enemy bloodies you or your beast companion · Miss Half dmg. |
| DLY | Close-Combat ShotImm React Ranged wpnTgt The triggering enemy | Atk Dex vs AC · Hit 3[W] + Dex dmg. Trig An enemy enters a sq adjacent to you · Miss Half dmg. · Spec Using this power doesn’t provoke an OA from tgt. |
| DLY | Lacerating MaulStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff If tgt your quarry and your beast companion is adjacent to it, tgt takes ongoing 5 dmg (save ends). Until the ongoing dmg ends, tgt grants CA to the beast. Beast If your companion is a bear, a boar, or a lizard, the attack deals + Wis. · Miss Half dmg. |
| DLY | Spitting-Cobra StanceMinor Pers | Eff Until the stance ends, you can make a RBA as an opportunity action against any enemy within 5 sq of you that moves closer to you. |
| DLY | Tag the PreyStd Ranged wpnTgt One creature | Atk Dex vs AC. This attack ignores tgt’s cover but not superior cover. · Hit 2[W] + Dex dmg, and you designate tgt as your quarry EONT. Miss Half dmg, and you do not designate tgt as your quarry. · If tgt was already your quarry, the attack deals 1[W] extra dmg. |
| DLY | Bloody ThrowStd Melee wpn3°Tgt One creature other than the primary target | Req You must be wielding a thrown weapon in your off hand and a melee weapon in your main hand. Primary Target: One creature Primary Attack: Str vs AC (main weapon) · 2°Atk Str vs AC (off-hand weapon) · 3°Atk Str vs AC (thrown weapon) · Hit 1[WI + Str dmg. · Hit 1 [WI + Str dmg. · Hit 2[W] + Str dmg, and the tertiary target takes a -2 penalty to attack rolls (save ends). Eff Make a secondary attack against the primary target. · Eff Make a ranged tertiary attack. This attack does not provoke OAs. Miss You do not expend this power. |
| DLY | Coordinated ChargeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W) + Str dmg. Miss: Half dmg. Eff Using your Hunter's Quarry, you designate tgt as your quarry. You and your beast companion charge tgt. You can make the following attack in place of a MBA. char8il18 into thefray. |
| DLY | Hunter's ConfrontationStd Ranged wpnTgt One creature deSignated as your quarry | Atk Dex vs AC · Hit 3[W] + Dex dmg. Eff Until tgt no longer your quarry, whenever you hit tgt with a melee attack, you knock it prone. Miss Half dmg. |
| DLY | Snarling Wolf StanceMinor Pers | Eff Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a MBA against it as an opportunity action. You can then shift 3 sq but must not end the shift adjacent to any enemy. your desperation. |
| DLY | Tracing ShotStd Ranged wpnTgt One creature | Atk Dex vs AC · Hit 2[W] + Dex + Wis dmg. Eff Until the end of the encounter, you gain a pwr bonus melee dmg rolls against tgt equal to your Wis. |
| DLY | Wounded BeastStd (Special) Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W) + Str dmg. Eff You can spend a healing surge. Miss Half dmg. · Spec You can use this power as an imm reaction when an enemy adjacent to you bloodies you or scores a critical hit against you. |
| DLY | Evade AmbushNo Act Ranged sight | Eff At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wis to avoid being surprised. |
| DLY | Skilled CompanionMinor Ranged 10Tgt One ally | Eff Choose a skill in which you are trained but tgt not. Until the end of the encounter, tgt gains a pwr bonus checks with that skill equal to your Wis. The target must see or hear you to gain this bonus when making a check. |
| ENC | Weave through the FrayImm Intr Pers | Eff You can shift a number of sq equal to your Wis. Trig An enemy moves adjacent to you |
| DLY | Battle RunnerMinor Pers | Eff Until the stance ends, you can run a number of sq equal to your speed + 4, instead of your speed + 2, and you do not grant CA from running. |
| ENC | Boundless EnergyFree Pers | Prereq You must be trained in Endurance. Eff Reroll the Endurance check. You decide whether to make the reroll before the DM announces the result. Trig You roll an Endurance check and dislike the result |
| ENC | Defensive PostureImm Intr Close burst 20Tgt Your beast companion in burst | Eff The target gains a +4 pwr bonus the defense targeted by the attack. Trig Your beast companion is hit by an attack within 20 sq of you · Beast If your companion is a bear, a spider, or a snake, the bonus lasts SONT. |
| DLY | Invigorate the BeastMinor Melee 1Tgt Your beast companion | Eff The target regains hit points as if it had spent a healing surge. Beast If your companion is a boar or a lizard, it regains additional hit points equal to your Wis. |
| ENC | Serpentine DodgeMove Pers | Req You must be within 2 sq of at least two enemies. Eff You can shift a number of sq equal to 1 + your Wis. Until the EONT, you gain a pwr bonus all defenses equal to the number of enemies you were adjacent to at any time during this shift. |
| ENC | Clever TeamworkMove Close burst 5Tgt You and one ally in burst | Eff Each target shifts 1 sq as a free action. Beast If your beast companion is a target, add your Wis to the number of sq it can shift. |
| DLY | Healing HerbsMinor Melee touchTgt One ally | Eff You make a Heal check. The target regains hit points equal to half the result of your check. The target can make a saving throw against one poison effect on him or her that a save can end. |
| DLY | Off-Hand DefenseMinor Pers | Eff Until the stance ends, you gain a +1 pwr bonus AC while you are conscious and wielding two melee weapons. If you do not make an off·hand attack during your turn, the bonus is instead +2 SONT. |
| DLY | Stealthy EscapeFree Pers | Prereq You must be trained in Stealth. Trig You make a Stealth check and dislike the result Effect: Reroll the Stealth check with a bonus equal to your Wis. You can use the higher of the two rolls. If the second result is lower than the first, you do not expend this power. |
| ENC | Claws of the GriffonStd Melee wpnTgts One or two creatures | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 2[W] + Str dmg (main weapon) and 1[W] + Str dmg (off-hand weapon). |
| ENC | Hawk’s TalonStd Melee or Ranged wpnTgt One creature | Atk Str vs AC (melee) or Dex vs AC (ranged). · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). Gain a pwr bonus this attack equal to your Wis. Ignore any penalties from cover or concealment (but not superior cover or total concealment). |
| ENC | Spikes of the ManticoreStd Ranged wpnTgts One or two creatures | Atk Dex vs AC, one attack per target · Hit 2[W] + Dex dmg (first shot) and 1[W] + Dex dmg (second shot). |
| ENC | Sweeping WhirlwindStd Close burst 1Tgt Each enemy in burst | Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 1[W] + Str dmg, and you push tgt a number of sq equal to your Wis and it is knocked prone. |
| ENC | Beast RushStd Melee wpn (beast 1)Tgt One creature | 1°Atk Beast’s attack bonus vs AC · 2°Atk Str vs AC · Hit 1[B] + beast’s Str dmg. · Hit 1[W] + Str dmg. Eff Before the primary attack, your beast companion can shift a number of sq equal to your Wis. · Eff You make a secondary attack against tgt. Beast If your companion is a boar, a cat, a raptor, or a wolf, the primary attack deals + Wis. |
| ENC | Biting VolleyStd Ranged wpnTgts One or two creatures | Atk Dex vs Ref, two attacks. Each attack can score a critical hit on a roll of 18–20. · Hit 1[W] + Dex dmg per attack. |
| ENC | Harried QuarryStd Melee wpn (beast 1)Tgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Eff If tgt your quarry, it grants CA to you and your allies EONT. Beast If your companion is a bear, a lizard, a spider, or a snake, your attacks against tgt deal + Wis EONT. |
| ENC | Hunter’s ShotStd Ranged wpnTgt One creature | Atk Dex vs AC. If tgt your quarry, the attack hits if the attack roll hits tgt’s AC or Reflex. · Hit 2[W] + Dex dmg. |
| ENC | Jackal PloyStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs Ref (main weapon and off-hand weapon). Make two attack rolls—one with each weapon— and use the higher result. · Hit 1[W] + Str dmg, and tgt grants CA to an ally of your choice SONT. You can then shift a number of sq equal to your Wis. |
| ENC | Twofold FlinchMinor Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs Ref (main weapon and off-hand weapon), two attacks · Hit The target takes a –2 penalty to attack rolls against you SONT. If both attacks hit, the penalty is –4. |
| ENC | Assess and StrikeStd Melee wpnTgt One creature | Req You must be Wielding two melee weapons. · 1°Atk Str vs Ref (off-hand weapon) · 2°Atk Str vs AC (main weapon) · Hit 1[W] dmg. Make a secondary attack against tgt. You ignore any attack roll penalties to the secondaryattack. · Hit 2[W] + Str dmg. |
| ENC | FetchStd Ranged wpn (beast 1)Tgt One creature adjacent to your beast companion | Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon) · Hit 2[W] + Str dmg, and your beast companion makes a secondary attack against tgt. Secondary Attack: Beast's attack bonus vs AC Hit: Your beast companion shifts a number of sq equal to your Wis and pulls tgt adjacent to it. |
| ENC | Finishing CutStd Melee wpnTgt One creature | Atk Dex vs AC · Hit 2 [W] + Dex dmg. If tgt bloodied or prone, the attack deals 2[W] extra dmg. |
| ENC | Surprising ThrowStd Ranged wpnTgt One creature | Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon). The target grants CA to you if it is adjacent to an ally of yours who can take free actions. · Hit 3[W] + Str dmg. |
| ENC | Toppling RushStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and knock prone. Eff Before the attack, you move your speed. |
| DLY | Attacks on the RunStd Melee or Ranged wpnTgts One or two creatures | Atk You can move your speed. At any point during your move, you can make two Str vs AC attacks with a melee weapon or two Dex vs AC attacks with a ranged weapon. · Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged) per attack. Miss Half dmg per attack. |
| DLY | Close Quarters ShotStd Ranged 1Tgt One adjacent enemy | Atk Dex vs AC. This attack does not provoke OAs. · Hit 4[W] + Dex dmg. Miss Half dmg. |
| DLY | Spray of ArrowsStd Close blast 3Tgt Each enemy in blast you can see | Req You must be wielding a ranged weapon. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Miss Half dmg. |
| DLY | Swirling Leaves of SteelStd Close burst 1Tgt Each enemy in burst you can see | Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 2[W] + Str dmg. Miss Half dmg. |
| DLY | Caging StrikeStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 2[W] + Str dmg, and ongoing 5 dmg (save ends). If tgt your quarry, it instead takes ongoing 10 dmg (save ends). Miss Half dmg, and no ongoing dmg. |
| DLY | Jarring SalvoStd Ranged wpnTgt One creature | Atk Dex vs Fort, three attacks · Hit 1[W] dmg per attack, and you push tgt 1 sq. Miss Half dmg per attack, and no push. |
| DLY | Menacing CryStd Close burst 2 (beast)Tgt Each enemy in burst | Atk Beast’s attack bonus vs Will · Hit 1d8 + beast’s Wis psychic dmg, and tgt immobilized (save ends). Beast If your companion is a bear, a cat, a raptor, or a wolf, the attack deals + Wis. · Miss Half dmg, and tgt not immobilized. |
| DLY | Passing AmbushStd Melee or Ranged wpnTgt One creature that is surprised or unaware of your presence | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 3[W] + Str + Wis dmg (melee) or 3[W] + Dex + Wis dmg (ranged), and you can shift 2 sq. If you were hidden from tgt when you made the attack, you remain hidden if you have any cover or concealment. Miss Half dmg, and you can shift 1 sq. If you were hidden from tgt when you made the attack, you can make a Stealth check with a +2 bonus to remain hidden if you have any cover or concealment. |
| DLY | Ranger’s RecoveryStd Melee or Ranged wpnTgt One creature | Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). Eff Before or after the attack, you can shift half your speed. If you have used all your encounter attack powers, you regain the use of a ranger encounter attack power you have used during this encounter. Or if you hit your quarry with this attack, you can instead choose to deal 2[W] extra dmg. |
| DLY | Bounding BeastStd Melee beast 1Tgt One creature | Atk Beast's attack bonus vs AC · Hit 2[B] + beast's Str dmg, and your beast companion pushes tgt 1 sq. Miss: Half dmg. Effect: Your beast companion charges one creature other than tgt. |
| DLY | Furious FlingStd Ranged wpnTgt One creature | Req You must be wielding a thrown weapon. Eff Using your Hunter's Quarry, you deSignate the tar· get as your quarry. Attack: Str vs AC (thrown weapon) Hit: 3[WI + Str dmg. If tgt your quarry, it takes ongoing 5 dmg (save ends). Miss Half dmg. |
| DLY | Invigorating ConfrontationStd Ranged wpnTgt One creature deSignated as your quarry | Atk Dex vs AC Hit: 3[W] + Dex dmg. Eff Until tgt no longer your quarry, whenever you hit tgt with a melee attack, you gain tempo· rary hit points equal to 5 + your Wis. Miss Half dmg. |
| DLY | Marked for DeathStd Melee or Ranged wpnTgt One creature designated as your quarry | Atk Str (melee) or Dex (ranged) vs AC · Hit 3[W) + Str (melee) or Dex (ranged) mod dmg, and you mark tgt EONT. Until the end of the encounter, your Hunter's Quarry deals two extra dice of Hunter's Quarry dmg against tgt. |
| DLY | Shocking AssaultStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and tgt immobilized (save ends). Special: When charging, you can use this power in place of a MBA. |
| DLY | Springback ShotImm IntrTgt The triggering enemy | Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff Before the attack, you shift 2 sq and must not end the shift adjacent to the triggering enemy. · Eff The target is immobilized (save ends). Trig An enemy moves during its turn to a sq adjacent to you · Ranged weapon |
| ENC | Expeditious StrideMinor Pers | Eff Until the EONT, your speed increases by 4, and when you shift, you can shift 1 additional sq. |
| DLY | Open the RangeImm Intr Pers | Eff You can shift 1 sq and then move a number of sq equal to 1 + your Wis. You can’t end your move adjacent to the triggering enemy. Trig An enemy moves adjacent to you |
| DLY | Undaunted StrideMinor Pers | Eff Your movement is not hindered by difficult terrain. |
| ENC | Companion EmplacementMove Close burst 20Tgts You and your beast companion in burst | Eff You can move your speed, and your beast companion can shift its speed. Beast If your companion is a raptor or a wolf, you can move 1 extra sq, and it can shift 1 extra sq. |
| DLY | Hunting PartyMinor Pers | Eff Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 sq of the quarry. If that ally hits the quarry before the SONT, the ally’s attack deals + Hunter’s Quarry dmg. |
| DLY | Prime ShiftMinor Pers | Eff Until the stance ends, you can shift a number of sq equal to your Wis as a move action whenever you hit an enemy with a ranged attack that has the bonus from the Prime Shot class feature. |
| AW | Quick RecoveryImm React Close burst 20Tgt Your beast companion in burst | Eff The target makes a saving throw against the effect, with a bonus to the saving throw equal to your Wis. Trig Your beast companion receives an effect that a save can end within 20 sq of you |
| AW | Shed the MarkMove Pers | Req You must be marked. Eff The marked condition ends, and you can shift 1 sq. |
| ENC | Agile EscapeImm Intr Pers | Eff You gain a +4 pwr bonus all defenses against the triggering attack. Trig You are hit by an attack that makes you slowed, immobilized, restrained, or dazed |
| ENC | Padfoot AdvanceFree Pers | Eff Until the end of your turn, you don't take a penalty to Stealth checks for moving, and if you don't hit with an attack while you are hidden, you remain hidde n. |
| ENC | Resume the Hunt | Eff You move your speed. You don't provoke OAs for leaving a sq at the start of this movement. Until the EONT, you gain a +2 bonus to all defenses. Trig You reduce an enemy to 0 hit points a.. |
| DLY | Weathered ResilienceMinor Pers | Eff Until the stance ends, you gain resistance to all dmg = Wis while you are bloodied. |