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Ranger

“I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow.”

Player’s Handbook, Martial Power & Martial Power 2 — Combined

⚅ ⚄ ⚃ ⚂ ⚁ ⚀
Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (MP Martial Power, MP2 Martial Power 2, PHB Player’s Handbook) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Prereq prerequisite  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleStriker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible.
Power SourceMartial. Your talents depend on extensive training and practice, inner confidence, and natural proficiency.
Key AbilitiesStrength, Dexterity, Wisdom
Armor ProficienciesCloth, leather, hide
Weapon ProficienciesSimple melee, military melee, simple ranged, military ranged
Bonus to Defense+1 Fortitude, +1 Reflex
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day6 + Constitution modifier
Trained SkillsDungeoneering or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level.
Class SkillsAcrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)
Build OptionsArcher ranger, beastmaster ranger, hunter ranger, marauder ranger, two-blade ranger
Class FeaturesFighting Style, Hunter’s Quarry, Prime Shot or Running Attack; Beast Mastery (optional)

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-and-run 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?

“Keeping a pet lets me bring the wild with me wherever I go. I like it. Keeps me warm inside. Oh, and the wild packs one hell of a bite.”

Rangers are people of the wild frontier. They are bold wanderers who face the dangers that keep common folk living within walled cities and traveling along well-used roads. Every ranger is also a killer who uses terrain, keen senses, and hunt-honed strikes to end threats quickly. Where rangers differ is in their execution. Blade and bow are typical ranger tools, but a few rangers forge a deeper alliance with the wilderness. Such a ranger calls a beast as a friend and a weapon.

The affinity for a beast might grow from one of many roots. Legend speaks of those raised among wild animals, as well as of those with a supernatural affinity for wild creatures. For enigmatic reasons, Melora blesses a few with such a connection to animals. More often, however, a young would-be ranger befriends a beast or raises it from pup to warrior.

“Each creature has the same recurring nightmare of the silent predator waiting to strike. Today, I am that predator, and you will not wake from an encounter with my claws.”

FEW COMMON folk know the dangers that lurk beyond their fields. Hungry beasts, savage marauders, and mischievous fey prowl the forests and mountains. Yet it is here where the ranger is at home. A ranger travels where others hesitate to venture. Whether as a guide, a hunter, a tracker, or a scout, the ranger welcomes the challenges of the wilderness. Few can match the ranger’s ability to adapt combat styles and deal with adverse terrain.

The ranger is a skirmisher, skilled at both melee and ranged combat. A skirmishing ranger might harry foes with ranged attacks before closing in and launching a brutal assault. Some rangers are experts at fighting with both sword and bow. Others take advantage of thrown weapons, such as handaxes and javelins.

Creating a Ranger

Rangers depend on Strength, Dexterity, and Wisdom for most of their powers. Constitution is also useful, since it helps them stand up to damage. The Player’s Handbook presents the archer ranger and the two-blade ranger; Martial Power adds the beastmaster ranger, and Martial Power 2 adds the hunter ranger and the marauder ranger.

Archer 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 Dexterity, so Dexterity should be your highest ability score. You find yourself in melee from time to time, so Strength is a good choice for your second-highest score. Wisdom should be your thirdbest ability score. Choose powers that reflect your preference for ranged weapons.

Beastmaster Ranger

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 Strength. You count on Dexterity for your AC and occasional ranged attacks, so your secondary focus is on that ability score. Wisdom, 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.

*New option presented in this book

Hunter Ranger

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.

Dexterity is your key ability score. You rely on Dexterity for your ranged attacks and some melee attack powers as well. After Dexterity, you should emphasize Wisdom, because you rely on intuition to help guide your attacks. For your tertiary ability score, you should favor Strength or Constitution.

*New option presented in this book

Marauder Ranger

Fierce, fast, and hard-hitting, you are skilled at fighting with two weapons and using your off-hand for throwing or parrying. Many of your attacks require thrown weapons. You’re faster than other characters, but you’re not interested in outrunning trouble; you go looking for it.

Strength is your most important ability score. Your melee attacks and heavy thrown weapon attacks rely on it. Typically Wisdom should be your second highest ability score, because you depend on instinct and battle awareness. Dexterity and Constitution are both good choices for your tertiary ability score, depending on whether you prefer to dodge attacks or tough out the hits.

*New option presented in this book

Two-Blade Ranger

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 Strength should be your highest ability score. For your second ability, Dexterity is a good choice because it improves your AC. Make Wisdom 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.

Class Features

Your class features depend largely on the build and fighting style you choose.

Fighting Style

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.
Hunter Fighting Style: You gain Quick Draw (Player’s Handbook, page 200) as a bonus feat, even if you don’t meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
Marauder Fighting Style: You gain Two-Weapon Defense (Player’s Handbook, page 201) as a bonus feat, even if you don’t meet the prerequisites. In addition, you gain a +1 bonus to speed while you aren’t using a shield or a two-handed weapon.

Hunter Fighting Style and Marauder Fighting Style are options from Martial Power 2.

Hunter’s Quarry

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 damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you can’t deal it again the start of your next turn.*

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.

Hunter’s Quarry Extra Damage
Level Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6

Prime Shot

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.

Running Attack

This class feature replaces the Prime Shot class feature.

Running Attack: If you 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 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.

The Running Attack class feature (described above) is also a good choice for the Marauder Ranger build. This class feature replaces the Prime Shot class feature.

Running Attack is a class feature from Martial Power 2 that can replace Prime Shot.

Beast Mastery

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 categories 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 damage from Hunter’s Quarry, but only one of you can deal this extra damage 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 melee basic attack 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.)

Beast Companion Statistics

A beast companion’s category determines most of its game statistics, although all beast companions share a few characteristics.

Level: Your beast companion’s level is always equal to yours. The beast’s defenses, hit points, and attack bonus improve with level.
Ability Scores: Your beast companion’s category determines its ability scores, which go up with level. Add 1 to two of your beast companion’s ability scores at 4th, 8th, 14th, 18th, 24th, and 28th level. All of your beast companion’s ability scores improve by 1 at 11th and 21st level.
Healing Surges: Your beast companion has two healing surges. The beast’s healing surge value is equal to a quarter of its maximum hit points, as normal.
Vision: Your beast companion has low-light vision.

Beast Categories

Choose one of the following categories for your beast companion. Once you choose a category, such as wolf, you can then describe the beast’s appearance, such as timber wolf, mastiff, or hyena.

Bear

Brown bears and similar creatures fall into this category. Bears are tougher and deadlier than other beast companions, but they are a little slower.

Bear Statistics
Ability Scores: Strength 16, Constitution 14, Dexterity 12, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 5 squares
Defenses: AC 12 + level, Fortitude 14 + level, Reflex 10 + level, Will 12 + level
Hit Points: 16 + 10 per level
Attack Bonus: Level + 2
Damage: 1d12
Melee Basic Attack: Claw; level + 2 vs. AC; 1d12 + Strength modifier damage.
Trained Skills: Athletics, Endurance

Boar

Boars are tough, resilient, and ferocious companions.

Boar Statistics
Ability Scores: Strength 16, Constitution 16, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares, 8 squares when charging
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 10 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Gore; level + 4 vs. AC; 1d8 + Strength modifier damage.
Charge: When charging, a boar gains a +2 bonus to its damage roll.
Trained Skill: Endurance

Cat

Cats include lions, tigers, cougars, and similar predators. Their natural agility and stealth allow them to excel on scouting missions.

Cat Statistics
Ability Scores: Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 14, Charisma 6
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 11 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Claw; level + 4 s. AC; 1d8 + Dexterity modifier damage.
Trained Skills: Athletics, Stealth

Lizard

The lizard category includes crocodiles and drakes. These thick-skinned beasts are tough combatants.

Lizard Statistics
Ability Scores: Strength 16, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares
Defenses: AC 15 + level, Fortitude 12 + level, Reflex 12 + level, Will 10 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite or claw; level + 4 vs. AC; 1d8 + Strength modifier damage.
Opportunity Attacks: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
Trained Skills: Athletics, Endurance

Raptor

The raptor category includes eagles, falcons, hawks, and other birds of prey. They are mobile and agile but not as ferocious as other beast companions.

Raptor Statistics
Ability Scores: Strength 12, Constitution 12, Dexterity 18, Intelligence 6, Wisdom 12, Charisma 6
Size: Small
Speed: 2 squares, fly 7 squares (hover)
Defenses: AC 14 + level, Fortitude 10 + level, Reflex 14 + level, Will 12 + level
Hit Points: 12 + 6 per level
Attack Bonus: Level + 5
Damage: 1d6
Melee Basic Attack: Claw; level + 5 vs. AC; 1d6 + Dexterity modifier damage.
Trained Skill: Perception

Serpent

The serpent category includes massive constrictors and other hunting snakes. These beasts are common in tropical environments.

Serpent Statistics
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 5 squares, swim 5 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
Opportunity Attacks: A serpent gains a bonus to opportunity attack damage rolls equal to its Strength modifier.
Trained Skill: Stealth

Spider

In the Underdark and in primeval forests, goblins and many fey creatures train hunting spiders.

Spider Statistics
Ability Scores: Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares, climb 6 squares (spider climb)
Defenses: AC 14 + level, Fortitude 11 + level, Reflex 12 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
Trained Skills: Athletics, Stealth

Wolf

The wolf category includes predatory canines and doglike creatures, from mastiffs to timber wolves to jackals.

Wolf Statistics
Ability Scores: Strength 14, Constitution 14, Dexterity 14, Intelligence 6, Wisdom 14, Charisma 6
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 12 + level, Will 13 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Strength modifier damage.
Combat Advantage: When a wolf has combat advantage against a target, the wolf gains a bonus to damage rolls against the target equal to the wolf’s Wisdom modifier.
Trained Skills: Endurance, Perception

Raise Beast Companion

You call out to your beast companion. Though death separates you, the ties of faith and friendship between you can cross any gulf.

Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)

This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.

The ritual functions as the Raise Dead ritual, with the following exceptions:

You need not have any part of your beast companion’s corpse.

The death penalty lasts until you have reached three milestones.

A paragon tier beast companion costs 500 gp to raise, and an epic tier beast companion costs 5,000 gp to raise.

Commanding a Beast Companion

Your beast companion doesn’t usually take its own actions during combat. It acts on your turn as you direct it, using the options below. To command your beast companion, you take the action specified for a command, and the beast must be able to see or hear you. If you don’t command your beast companion, it remains where it is, as long as you are conscious and present in the encounter. If you are unconscious or aren’t present, your beast companion can act independently (see “Beast Companion Independent Actions” below).

Attack (Standard Action): Your beast companion makes a melee basic attack against an enemy of your choice.
Defend (Standard Action): Your beast companion or both of you go on total defense. If you are adjacent to each other, the bonus to defenses is +3 rather than +2.
Move (Move Action): Your beast companion or both of you take a move action. The move actions need not be the same.
Opportunity Attack (Immediate Interrupt): When a creature provokes an opportunity attack from your beast companion, you spend an immediate interrupt to command the beast to make the attack.
Other Action: For any other action, you spend the required action and your beast companion completes it. For example, picking up an object requires a minor action, so you can spend a minor action to order your beast companion to grab a bag of coins in its jaws.

If your beast companion is incapable of completing an action, your action is wasted and the beast does nothing. Your beast companion cannot use your powers, and the DM is the final judge on whether a beast is capable of completing an action.

Beast Companion Independent Actions

In situations where you can’t command your beast companion, it can act independently. For example, if you’re unconscious or dead or if you aren’t present in an encounter, your beast companion doesn’t necessarily sit around waiting for you to show up, unless that’s what you want it to do.

A beast companion acting independently can take a standard action, a move action, and a minor action on each of its turns, as a character can. You choose the beast’s actions, with one restriction: If your character is present in the encounter but incapable of commanding the beast, it must move as far as it can toward you each round on its turn, choosing the safest route possible. Once adjacent to you, the beast companion can act in any manner you wish.

Beast Companions and Healing

Your beast companion can spend healing surges as any character can, and it can receive the benefits of healing abilities, such as a cleric’s healing word.

Second Wind: When you use your second wind, your beast companion can use second wind as well.
Other Healing: When you are adjacent to your beast companion, you can spend a minor action and one of your healing surges to heal the beast companion as if it had spent a healing surge.
Death and Dying: A beast companion follows the same rules as a character for death and dying (Player’s Handbook, page 295). If your beast companion dies, you can use the Raise Beast Companion ritual to restore it to life.

Gaining a New Companion

If you wish to switch to a new beast companion, you can use the retraining rules in the Player’s Handbook (page 28) to select a different beast when you level up. Instead of changing a feat, a power, or a skill selection when you retrain, you can change your beast companion selection.

You keep your current beast companion until you have the opportunity to spend a few hours seeking its replacement in an environment where the new beast can be found. If your beast companion dies and you choose to replace it rather than raise it, you follow the same rules.

The DM can choose to run a short adventure that involves you finding a companion, perhaps rescuing it from captivity or overcoming a foe together. Otherwise, the DM can allow you to create the story of how you found your new companion.

Beast Mastery is a class feature from Martial Power.

Ranger Lore

Gaining a Beast Companion

How did you acquire your beast companion? What accounts for the special bond you share? You might consider one of these possibilities, or invent a background story of your own:

You rescued the animal from a cruel trap or a menagerie and nursed it back to health.

You captured the beast when it was young and trained it rigorously as it grew.

You retreated into the wilderness, fasting and praying to Melora, until she found you worthy and sent you a companion.

You performed a secret ritual to bind your spirit with your companion’s.

You were raised as part of a pack of these animals, and your companion is almost like a brother or sister to you.

When you were nearly killed in a wilderness ambush, the animal found you and cared for you.

The animal attacked you in the wilderness, and you wrestled with it until it agreed to become your companion.

Gods and Rangers

Melora, the god of the wilderness, is revered by many rangers, as are Kord and the Raven Queen, who both hold some influence over the field of battle where rangers demonstrate their prowess. As a patron of adventurers and travelers, Avandra is revered by many rangers as well.

A significant number of rangers don’t worship any gods, or revere them while also offering sacrifices to and striving to live their lives in harmony with the primal spirits of nature. Some of these rangers believe that the gods are interlopers in the world, which properly belongs to these primal spirits. Some of them even multiclass into primal classes such as druid or barbarian (described in Player’s Handbook 2), calling on nature spirits to enhance their martial prowess.

Iconic Rangers

Any race that lives on the outskirts of civilization or deep within the wilderness can fit the ranger’s themes. The best races for a ranger combine the power, speed, and the sense needed to survive in the wild.

Elves: With natural bonuses to Wisdom and Dexterity, elves make excellent hunter and archer rangers. Because rangers use attacks that have multiple targets, the elven accuracy racial power provides a welcome advantage. More details about elf rangers can be found on page 45 of Martial Power.
Half-Orcs: Half-orcs make extremely versatile rangers, and their furious assault racial power emphasizes their striker role. A half-orc is suitable for any ranger build and can switch competently between Strength and Dexterity powers.
Shifters: With the race’s bestial bloodline, a shifter constantly yearns for the hunt. It’s natural for shifters to follow the path of the ranger. Each type of shifter is suited to a different set of builds. With their naturally high Strength, longtooth rangers excel in the two-blade and the marauder builds. Longtooth beastmasters prefer to adventure with wolf beast companions. Razorclaws favor the archer or hunter fighting styles, or they become beastmasters who fight with ranged weapons while they send their feline beasts into melee.

Master of the Wilderness

As a ranger, you are both a competent warrior and the party’s expert on nature. If you want to maximize your character’s ability to guide your allies through the wild, choose the occasional utility power that assists them on their skill checks—for example, crucial advice or skilled companion from the Player’s Handbook. Then select the Practiced Study feat (page 138). Many martial practices directly relate to outdoor adventuring or overland travel. Your fellow adventurers will greatly appreciate your ability to steer them swiftly and safely through trackless wilderness and brutal extremes of weather. Better yet, you’ll feel as though your character truly is a master of the wilderness.

Multiclass Rangers

As a ranger, you can choose multiclass options to fit either a high Strength or a high Dexterity, giving you a wide array of options. Although any combination works, the following classes are best suited for a ranger’s multiclass option.

Barbarian: Few combinations let you dish out damage like a ranger-barbarian multiclass character. Both Hunter’s Quarry and the barbarian’s inherent damage increases pump up your damage. Dragonborn and goliath are superb racial choices for a ranger multiclassing into barbarian.
Cleric: If you select Strength-based melee cleric powers, you can use powers that fit the beastmaster build or the marauder ranger build. A longtooth shifter makes an excellent character of this sort.
Fighter: You can easily combine a beastmaster ranger or a marauder ranger with the fighter, because they use Strength and can wield the same weapons. If you have the Two-Blade Fighting Style, you’ll need to avoid powers that require either two-handed weapons or shields. Warforged, goliath, genasi, half-orc, longtooth shifter, and dragonborn make fine racial choices.
Paladin: With the marauder build in this book, you can make an interesting ranger-paladin. By using Strength-based ranged attacks, your paladin can easily maintain divine challenge against nonadjacent foes. Choosing dragonborn as your race makes your character even more exceptional.
Rogue: Few classes give you attacks based on Dexterity, but the ranger and rogue are two of them. It’s easy for such a character to focus on Dexterity-based ranged combat options, but you can also use a decent Strength score to take advantage of both ranger and rogue options. Both classes are strikers, so the combination makes for deadly attacks. For your race, either half-orc or elf makes the combination stronger.
Warden: You’ll probably need to skip the shield when playing a ranger-warden. Even without a shield, the warden’s arsenal of powers provides your character with more durability than a normal ranger. Your character might best be a longtooth shifter or a goliath.
Warlord: Several powers designed for the archer warlord work well with Strength-based ranger powers. You can combine Hunter’s Quarry with warlord powers that weaken your foe or grant allies bonuses against it. This deadly combination will make quick work of any enemy. Consider being a genasi when you want your character to become a ranger-warlord.

Ranger Builds and Combat Styles

Rangers enjoy proficiency with many types of weapons, so they can take advantage of various combat style feats in Chapter 5 of this book. Here’s a short guide to the combat styles that work best for each ranger build.

Archer Ranger: Adamant Arrow, Harrowing Swarm, Leaf Runner, and Silent Shot.
Beastmaster Ranger: Arkhosian Fang, Black Hood, Desert Moon, Elsir Hammer, Hunting Spear, Ironstar, Kulkor Battlearm, Mountain Thunder, Nerathan High Blade, Reaving Axe, and Rending Chains.
Hunter Ranger: Black Hood, Hunting Spear, Kulkor Battlearm, and Nerathan High Blade.
Marauder Ranger: Elsir Hammer, Ironstar, Midnight Blade, Mountain Thunder, and Reaving Axe.
Two-Blade Ranger: Arkhosian Fang, Desert Moon, Elsir Hammer, Ironstar, Kulkor Battlearm, Mountain Thunder, Nerathan High Blade, Reaving Axe, and Rending Chains.

Ranger Builds and Running Attack

Running Attack rewards rangers whose powers and tactics keep them mobile during a fight. Although this alternative class feature is aimed at the hunter ranger and the marauder ranger, other rangers can also benefit from choosing this alternative. Two-blade rangers and beastmaster rangers have little use for the Prime Shot class feature, because they rarely make ranged attacks. For these builds, you might as well choose Running Attack to replace Prime Shot. You never know when you’ll want to charge a monster.

Rangers and Great Weapons

Rangers are commonly identified with two-weapon fighting, but not all ranger builds need to follow this path. Given the class’s proficiency with martial weapons, a ranger could fight with a two-handed weapon such as a greatsword, a greataxe, or a greatspear (Adventurer’s Vault). Such a weapon would be a poor choice for marauder rangers and two-blade rangers, because they lose fighting style benefits. On the other hand, beastmaster rangers and hunter rangers gain no special benefit for two-weapon fighting and can wield a two-handed weapon without penalty. An archer ranger might also want to carry a two-handed weapon for times when archery is risky or impossible.

So You Want to Play a Ranger?

The ranger is a striker, a character who is best at dealing large amounts of damage to a single enemy. In a way, the ranger is two classes: a Dexterity-based class that uses ranged attacks, and a Strength-based class that fights in melee. When creating a character, mixing these two approaches might end up making your character inefficient. To make it easier to play a ranger that switches between ranged and melee combat, this book introduces ranged powers based on Strength and melee powers based on Dexterity.

If you choose to play a Strength-based ranger, you have the two-blade, marauder, and beastmaster (from Martial Power) builds to draw from. These builds focus on melee combat, although a few of the marauder powers are ranged attacks. Choose heavy thrown weapons, because they let you use Strength for attack rolls and damage rolls with ranged basic attacks.

As a Dexterity-based ranger, you should choose the archer or the hunter build. If you think your character will see a lot of melee combat, choose the Melee Training feat from Player’s Handbook 1. With this feat, you can make melee basic attacks using Dexterity instead of Strength.

Ranger Powers

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 ranger exists at a nexus of disparate capabilities, all embodying the bold tracker and fearless hunter. As a beastmaster ranger, you have exploits that allow you to expertly guide and work with your beast companion. In many ways, the beast is like a weapon under your skilled control. Such specialty means that you favor powers that other rangers can’t even use, and you often eschew exploits other rangers prefer. Those other rangers are far from forgotten. Even if you aren’t a beastmaster ranger, you’ll still find powers in this chapter that are to your taste.

Some powers in this chapter use the new beast keyword, while others use a special range or damage notation.

The new exploits presented here include options for the hunter ranger and the marauder ranger. Archer rangers, two-weapon rangers, and beastmaster rangers can also find many useful powers in this section.

Beast Keyword

A power that has this keyword can be used only while your beast companion is conscious and present in an encounter.

Beast Ranges

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.

Beast Attacks and Damage Notation

Powers that rely on your beast companion to attack use the beast’s attack bonus and use [B] to denote the beast’s damage die. A number before [B] tells you the number of times you roll the die. For example, a wolf companion’s damage die is 1d8. If you use partnered savaging, which deals 2[B] + beast’s Strength modifier damage, a wolf companion would deal 2d8 + its Strength modifier damage.

Level 1 At-Will Exploits

AWCareful AttackRanger Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons or a ranged weapon. · Atk Str + 2 vs AC (melee) or Dex + 2 vs AC (ranged) · Hit 1[W] dmg.
AWCircling StrikeRanger Attack 1 · MPStd Melee wpnBeast, Martial, WeaponTgt One creature
Using the distraction your attack provides, your beast companion finds a better position.
Atk Str vs AC · Hit 1[W] + Str dmg. Increase dmg to 2[W] + Str at 21st level.
Eff Before or after the attack, your beast companion can shift 1 sq.
AWFading StrikeRanger Attack 1 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You launch an attack against your foe and then back away for safety.
Atk Dex vs AC · Hit 1[W] + Dex dmg, and you shift 2 sq to a sq that is not adjacent to tgt.
Level 21 2[W] + Dex dmg. · Hunter Fighting Style When making an OA, you can use this power in place of a MBA.
AWHit and RunRanger Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Atk Str vs AC · Hit 1[W] + Str dmg. [Source note: moving away from tgt doesn’t provoke an OA from it.]
AWMarauder’s RushRanger Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
You rush forward, trusting instinct to guide your attack.
Atk Str vs AC · Hit 1[W] + Str + Wis dmg.
Level 21 2[W] + Str + Wis dmg. · Spec When charging, you can use this power in place of a MBA.
AWNimble StrikeRanger Attack 1 · PHBStd Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Atk Dex vs AC · Hit 1[W] + Dex dmg.
Spec You can shift 1 sq before or after the attack.
AWPredator StrikeRanger Attack 1 · MPStd Melee beast 1Beast, MartialTgt One creature adjacent to you
Your enemy focuses its attention on you, allowing your beast to attack.
Atk Beast’s attack bonus vs. AC · Hit 1[B] + beast’s Str + Wis dmg. Increase dmg to 2[B] + beast’s Str + Wis at 21st level.
AWThrow and StabRanger Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You fling a weapon at one foe and then charge it or another enemy.
Req You must be wielding both a thrown weapon and a melee weapon. · Atk Str vs AC (thrown weapon) · Hit 1[W] dmg.
Eff You charge an enemy.
Level 21 2[W] dmg.
AWTwin StrikeRanger Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee; two attacks) or Dex vs AC (ranged; two attacks) · Hit 1[W] dmg per attack.

Level 1 Encounter Exploits

ENCDire Wolverine StrikeRanger Attack 1 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 1[W] + Str dmg.
ENCEnclose the PreyRanger Attack 1 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature designated as your quarry
Your beast companion circles your quarry, gaining a better position just before you strike.
Eff Before the attack, both you and your beast companion can shift 2 sq. · Atk Str vs AC · Hit 2[W] + Str dmg. Beast: If your companion is a cat, a spider, or a wolf, the attack deals extra dmg = Wis.
ENCEvasive StrikeRanger Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
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 + Wis either before or after the attack.
ENCFeral AmbushRanger Attack 1 · MP2Std Melee beast 1Beast, MartialTgt One creature
You distract an enemy while your beast lunges for the creature and savages it.
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 extra dmg = Wis.
ENCFox’s CunningRanger Attack 1 · PHBImm React Melee or Ranged wpnMartial, Weapon
Condensed entry — flavor text not included in source.
Trig An enemy makes a melee attack against you · Eff You can shift 1 sq, then make a basic attack against the enemy.
Spec Gain a pwr bonus to your basic attack roll = Wis.
ENCHunter’s PounceRanger Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
You leap forward and strike with a single, well-aimed blow. The strike cuts deep and leaves your enemy reeling.
Eff Before the attack, you shift 2 sq. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is slowed until EONT.
ENCHunting-Partner StrikeRanger Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature
Working with an ally allows you that extra edge.
Atk Str vs AC · Hit 2[W] + Str dmg. If you’re flanking tgt, the attack deals extra dmg = Wis.
ENCHurling ChargeRanger Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You hurl one of your weapons and then launch into a charge.
Req You must be wielding both a thrown weapon and a melee weapon.
Eff Using your Hunter’s Quarry, you designate tgt as your quarry. · Atk Str vs AC (thrown weapon) · Hit 1[W] + Str dmg.
Eff You charge tgt.
ENCOff-Hand StrikeRanger Attack 1 · MPMinor Melee wpnMartial, WeaponTgt One creature
A weapon in your off-hand allows for a quick attack.
Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg (off-hand weapon).
ENCPrecise AssaultRanger Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
You see an opening in an enemy’s defense, and you break off your current attack to take advantage of the weakness.
Eff Before the attack, you move your speed. You don’t provoke OAs for leaving a sq uare at the start of this movement. · Atk Str + 2 vs AC · Hit 2[W] + Str dmg.
ENCRapid VolleyRanger Attack 1 · MPStd Ranged wpnMartial, WeaponTgt One or two creatures
With amazing speed, you unleash a pair of arrows at your enemies.
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.
ENCSingular ShotRanger Attack 1 · MPStd Ranged wpnMartial, WeaponTgt One creature
You single out a foe for a deadly attack.
Atk Dex vs AC · Hit 2[W] + Dex dmg. If no creatures are adjacent to tgt, the attack deals extra dmg = Wis.
ENCSkirmish ShotRanger Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You rush across the battlefield and then let off a devastating shot.
Eff Before the attack, you move your speed. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
ENCSynchronized StrikeRanger Attack 1 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You command your beast companion to tear into your opponent, opening a gap for you to exploit.
1° Atk Beast’s attack bonus vs. AC · Hit 1[B] + beast’s Str dmg.
Eff You make a secondary attack against tgt.
2° Atk Str vs Reflex · Hit 1[W] + Str dmg. Beast: If your companion is a bear, a boar, a lizard, a raptor, or a snake, the secondary attack deals extra dmg = Wis.
ENCTwo-Fanged StrikeRanger Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
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 extra dmg = Wis.

Level 1 Daily Exploits

DLYBoar AssaultRanger Attack 1 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Each successful attack against your foe increases your tenacity.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged), and you gain temp HP = Wis.
Eff Until tgt is reduced to 0 HP, you gain temp HP = Wis each time you hit tgt.
Miss Half dmg.
DLYCommanding ConfrontationRanger Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
You launch an agonizing shot that continues to inhibit your foe with each subsequent attack you make.
Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Until tgt is no longer your quarry, your melee attacks against it deal extra dmg equal to 2 + Wis.
Miss Half dmg.
DLYDistracting TeamRanger Attack 1 · MP2Std Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You distract your foe while your beast companion moves in for the kill.
1° Atk Str vs AC · Hit 1[W] + Str dmg. If this hit reduces tgt to 0 HP, this power is not expended. · Miss Half dmg.
Eff Your beast companion moves its speed and makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg, and your beast companion knocks tgt prone. · Miss Half dmg.
DLYDriving the QuarryRanger Attack 1 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You fiercely assault your quarry, and your beast companion compels that same foe forward.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff If tgt is your quarry, you slide it 2 sq and slide your beast companion 2 sq, ending its movement adjacent to tgt. If tgt is your quarry and is also bloodied, you instead slide the beast 4 sq. Beast: If your companion is a cat, a raptor, a spider, or a wolf, you can slide it to any sq adjacent to tgt.
Miss Half dmg.
DLYHunter’s Bear TrapRanger Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
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 until EONT.
DLYHunt’s EndRanger Attack 1 · MPStd Melee or Ranged wpnMartial, WeaponTgt One bloodied creature
You carefully focus to make your attack spell your target’s end.
Atk Str vs AC (melee) or Dex vs AC (ranged). If tgt is your quarry, the attack can score a critical hit on a roll of 19—20. · Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged).
Miss Half dmg.
DLYIsolation StrikeRanger Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One or two creatures
Your flurry of attacks knocks your opponents back, allowing you to focus on a single foe.
Atk Str vs AC · Hit 1[W] + Str dmg. If tgt is not your quarry, you can push it a number of sq = Wis.
Miss Half dmg.
DLYJaws of the WolfRanger Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
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.
DLYOff-Hand ParryRanger Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature
You ready your off-hand weapon to deflect incoming attacks.
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 to AC = Wis until EONT or until you attack with your off-hand weapon.
DLYPartnered SavagingRanger Attack 1 · MPStd Melee beast 1Beast, MartialTgt One creature
Your beast companion brutalizes the enemy as you slip in for a quick strike.
Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg.
Eff If tgt is your quarry, you can shift 3 sq and make a basic attack against it.
Miss Half dmg.
DLYScything BlowRanger Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One or two creatures
You lash out with your weapon in a wide arc, knocking two foes to the ground. You then drive your blade into them.
Eff Before the attack, you shift 1 sq. · Atk Str or Dex vs AC · Hit 1[W] dmg, and you knock tgt prone. · Miss Half dmg.
Eff Make a secondary attack against each target.
2° Atk Str or Dex vs AC · Hit 1[W] dmg. · Miss Half dmg.
DLYSkirmishing StanceRanger Attack 1 · MP2Minor PersMartial, Stance
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
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 to AC and Reflex until SONT, and your next attack before EONT deals 1d8 extra dmg.
DLYSplit the TreeRanger Attack 1 · PHBStd Ranged wpnMartial, WeaponTgt Two creatures within 3 sq of each other
Condensed entry — flavor text not included in source.
Atk Dex vs AC. Make two attack rolls, take the higher result, and apply it to both targets · Hit 2[W] + Dex dmg.
DLYSudden StrikeRanger Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · Hit 1[W] dmg (off-hand weapon).
2° Atk Str vs AC (main weapon) · 2° Hit 2[W] + Str dmg (main weapon), and tgt weakened until EONT.
Eff You shift 1 sq and make a secondary attack against tgt.
DLYSure ShotRanger Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You line up your shot with meticulous care to strike at your foe’s vital organs.
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.

Level 2 Utility Exploits

DLYBegin the HuntRanger Utility 2 · MP2No Act PersMartial
You quickly identify your prey and ready yourself to attack it.
Trig You roll initiative · 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 to attack rolls against that creature until it is no longer your quarry.
ENCCrucial AdviceRanger Utility 2 · PHBImm React Ranged 5Martial
Condensed entry — flavor text not included in source.
Trig An ally within range that you can see or hear makes a skill check using a skill in which you’re trained · Eff Grant the ally the ability to reroll the skill check, with a pwr bonus = Wis.
ENCFerret an OpeningRanger Utility 2 · MPMinor PersMartial
With a keen eye, you use one moment of advantage to create another.
Req You must be flanking an enemy.
Eff You gain CA against the flanked enemy until EONT.
ENCFox ShiftRanger Utility 2 · MPFree PersMartial
Distracted by your ally, your foe can’t respond effectively to your sly maneuvering.
Trig You hit a target with a melee attack and tgt is marked by an ally · Eff You can shift 1 sq, and you gain a +2 pwr bonus to all defenses against your target’s attacks until EONT.
AWHearten the BeastRanger Utility 2 · MPStd Close burst 20Beast, MartialTgt Your beast companion in burst
With an encouraging shout, you give your beast companion the desire to fight harder.
Eff Tgt makes a saving throw. Beast: If tgt is a bear or a boar, it gains a bonus to the saving throw = Wis.
DLYHunter’s PrivilegeRanger Utility 2 · MPNo Act PersMartial, Stance
Your keen senses and uncanny instincts give you an edge over your quarry.
Trig You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s · Eff Until the stance ends, you add 3 to the extra dmg you deal with Hunter’s Quarry.
ENCInvigorating StrideRanger Utility 2 · MP2Move PersHealing, Martial
You back away from danger and catch your breath, […]
Eff You shift a number of sq = Wis and must not end the shift adjacent to any enemy. You can use your second wind.
AWPack AlertnessRanger Utility 2 · MPMinor Close burst 10Beast, MartialTgt You and your beast companion in burst
Through subtle communications, you and your beast companion act almost as if you share senses.
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.
ENCTerrain AdvantageRanger Utility 2 · MP2Minor PersMartial
You use the terrain around you as your first line of defense.
Eff Until EONT, you gain a +4 pwr bonus to all defenses while you occupy a sq of difficult terrain.
ENCUnbalancing ParryRanger Utility 2 · PHBImm React Melee 1Martial
Condensed entry — flavor text not included in source.
Trig An enemy misses you with a melee attack · Eff You slide the enemy 3 sq into a sq adjacent to you and gain CA against it until EONT.
ENCYield GroundRanger Utility 2 · PHBImm React PersMartial
Condensed entry — flavor text not included in source.
Trig An enemy damages you with a melee attack · Eff You can shift a number of sq = Wis. Gain a +2 pwr bonus to all defenses until EONT.

Level 3 Encounter Exploits

ENCAvenging ChargeRanger Attack 3 · MP2Imm React Melee wpnMartial, WeaponTgt The triggering enemy
You take advantage of an enemy’s opening while it focuses on [yourself].
Trig An enemy attacks your ally
Eff You charge the triggering enemy and make the fol lowing attack in place of a MBA. · Atk Str vs AC · Hit 2[W] + Str dmg.
ENCBeast LatchRanger Attack 3 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your attack diverts your foe’s attention long enough for your beast companion to take hold, hampering your foe and allowing the beast to easily follow.
Atk Str vs AC · Hit 2[W] + Str dmg. Beast: If your companion is a bear, a cat, a raptor, a spider, or a snake, the attack deals extra dmg = Wis.
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 is your quarry, it is slowed until EONT.
ENCCut and RunRanger Attack 3 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
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 + Wis.
ENCDisruptive StrikeRanger Attack 3 · PHBImm Intr Melee or Ranged wpnMartial, WeaponTgt The attacking creature
Condensed entry — flavor text not included in source.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged). Tgt takes a penalty to its attack roll for the triggering attack equal to 3 + Wis.
Trig You or an ally is attacked by a creature
ENCEncircle the PreyRanger Attack 3 · MP2Std Melee wpnBeast, Martial, WeaponTgt One creature
You lure your enemy into position. Then, your beast companion lunges.
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.
ENCLeonine SurgeRanger Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature
Like a hunting lion, you throw yourself at your enemy in an attempt to land two blows and put your victim down.
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 is knocked prone and takes extra dmg = Wis. If both attacks miss, you grant CA to all enemies until SONT.
ENCPaired PredatorsRanger Attack 3 · MPStd Melee wpnBeast, Martial, WeaponTgt One creature
Coupling attacks, you and your beast efficiently take it to your enemies.
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 extra dmg = Wis.
ENCParting StrikeRanger Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature
You slash your enemy across the legs and then withdraw, leaving your foe hobbled.
Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is slowed until EONT.
Eff After the attack, you shift your speed.
ENCRuffling StingRanger Attack 3 · MPMinor Melee wpnMartial, WeaponTgt One creature
With a scorpion-like jab, you unsettle your opponent enough to gain a momentary advantage.
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.
ENCScattering VolleyRanger Attack 3 · MPStd Ranged wpnMartial, WeaponTgt One or two creatures
Your hail of shots causes your foes to dive for cover, clearing a path for your allies.
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.
ENCShadow Wasp StrikeRanger Attack 3 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature that is your quarry
Condensed entry — flavor text not included in source.
Atk Str vs Reflex (melee) or Dex vs Reflex (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged).
ENCStalking StrikeRanger Attack 3 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You strike quickly and then disappear, leaving your foe searching for the source of the attack.
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[W] + Dex dmg.
ENCSustaining StrikeRanger Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature
If your first attack fells your enemy, you retain your strength for a future attack.
Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg. If this attack reduces tgt to 0 HP, this power is not expended, and you gain a +2 pwr bonus to the next attack roll you make with this power before the end of the encounter.
Eff Make a secondary attack against tgt.
2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg.
ENCThundertusk Boar StrikeRanger Attack 3 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
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 + Wis.
ENCThwarting ShotRanger Attack 3 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your cutting projectile discombobulates your adversary for a moment.
Atk Dex vs Fortitude · Hit 1[W] + Dex dmg, and tgt is slowed and takes a -2 penalty to attack rolls until EONT.
ENCUpending ThrowRanger Attack 3 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your muscles strain as you unleash a mighty ranged attack that knocks your foe down.
Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon) · Hit 2[W] + Str dmg, and you knock tgt prone.

Level 5 Daily Exploits

DLYAdaptive AssaultRanger Attack 5 · MPStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
Your quick attacks might have different results.
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.
DLYBloodied FrenzyRanger Attack 5 · MPImm React Melee beast 1Beast, MartialTgt The triggering enemy
Injury, whether yours or your beast companion’s, provokes an instant assault from the beast that leaves your adversary momentarily hobbled.
Trig An enemy bloodies you or your beast companion
Eff Before the attack, your beast companion can shift 5 sq. · Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg, and tgt is immobilized (save ends). · Miss Half dmg.
DLYBloody ThrowRanger Attack 5 · MP2Std Melee wpnMartial, Weapon
You drive your weapons into a nearby enemy and then hurl a weapon into the face of another foe.
Req You must be wielding a thrown weapon in your off hand and a melee weapon in your main hand. · 1° Tgt One creature · 1° Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg.
Eff Make a secondary attack against the primary target.
2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg.
Eff Make a ranged tertiary attack. This attack does not provoke OAs.
3° Tgt One creature other than the primary target
3° Atk Str vs AC (thrown weapon) · Hit 2[W] + Str dmg, and the tertiary target takes a -2 penalty to attack rolls (save ends). · Miss You do not expend this power.
DLYClose-Combat ShotRanger Attack 5 · MPImm React Ranged wpnMartial, WeaponTgt The triggering enemy
You punish your enemy for closing with you.
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.
DLYCoordinated ChargeRanger Attack 5 · MP2Std Melee wpnBeast, Martial, WeaponTgt One creature
With a silent gesture, you signal your beast, and you both go charging into the fray.
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. · Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg.
DLYExcruciating ShotRanger Attack 5 · PHBStd Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt weakened (save ends).
Miss Half dmg, and tgt not weakened.
DLYFrenzied SkirmishRanger Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
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 until EONT. If both attacks hit the same target, it is dazed and slowed until EONT.
Spec Before or after these attacks, you can move your speed without provoking OAs.
DLYHunter’s ConfrontationRanger Attack 5 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
Each of your attacks tests your foes’ defenses until you find where to hit to make it count.
Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Until tgt is no longer your quarry, whenever you hit tgt with a melee attack, you knock it prone.
Miss Half dmg.
DLYLacerating MaulRanger Attack 5 · MPStd Melee wpnBeast, Martial, WeaponTgt One creature
Opening your quarry up with a decisive attack, you allow your beast companion to tear a wound. The scent of blood eggs the beast on.
Atk Str vs AC · Hit 2[W] + Str dmg. Beast: If your companion is a bear, a boar, or a lizard, the attack deals extra dmg = Wis.
Eff If tgt is 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.
Miss Half dmg.
DLYSnarling Wolf StanceRanger Attack 5 · MP2Minor PersMartial, Stance
Like an animal backed into a corner, you become deadlier in your desperation.
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.
DLYSpitting-Cobra StanceRanger Attack 5 · MPMinor PersMartial, Stance, Weapon
You stand ready to launch a quick attack against any foe that menaces you.
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. HUNTER’S QUARRY Stripped to its core, your Hunter’s Quarry class feature is nothing more than a way to designate a single target and let you do massive amounts of dmg to that target. It represents your focus on that target and your singleminded dedication to getting rid of that foe. But what do you do when you use Hunter’s Quarry? Take a moment, a focusing breath, and study your foe—the way it moves, its speed, its patterns. When you understand how it moves, you can predict where it will be when your sword or arrow reaches it. Search out its weaknesses: Where does its armor not protect it? Where are the scales of its hide not as thick? How might an eye or a mouth offer access to its vulnerable organs? Put yourself in its place. What does it see? How does it defend itself? Who does it attack, and why? What surprises it? Hunter and prey are one, linked in the cycles of nature. Find your range. Learn exactly how far you must pull back the string, how much to angle your bow, exactly how to line up your shot against this particular target. Feel it in your muscles, force them to remember, and duplicate the perfect shot time after time.
DLYSplintering ShotRanger Attack 5 · PHBStd Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
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.
DLYTag the PreyRanger Attack 5 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your keen hunter’s instinct picks out this foe from the rest.
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 until EONT. If tgt was already your quarry, the attack deals 1[W] extra dmg.
Miss Half dmg, and you do not designate tgt as your quarry.
DLYTracing ShotRanger Attack 5 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You hit your foe in a weak spot and use that wound to guide your subsequent attacks.
Atk Dex vs AC · Hit 2[W] + Dex + Wis dmg.
Eff Until the end of the encounter, you gain a pwr bonus to melee dmg rolls against tgt = Wis.
DLYTwo-Wolf PounceRanger Attack 5 · PHBStd Melee wpnMartial, Weapon
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons. · 1° Tgt One creature
2° Tgt One creature other than the primary target · Atk Str vs AC, two attacks (main weapon and offhand weapon) · Hit 2[W] + Str dmg (main weapon) and 1[W] + Str dmg (off-hand weapon). · 2° Atk Str vs AC (off-hand weapon) · 2° 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.
DLYWounded BeastRanger Attack 5 · MP2Standard Action (Special) Melee wpnHealing, Martial, WeaponTgt One creature
You answer an enemy’s strike with a snarl and an attack. The rage inside you provides new vigor.
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 immediate reaction when an enemy adjacent to you bloodies you or scores a critical hit against you.

Level 6 Utility Exploits

DLYBattle RunnerRanger Utility 6 · MPMinor PersMartial, Stance
You move with astonishing speed, making it hard for your foes to track your movement.
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.
ENCBoundless EnergyRanger Utility 6 · MPFree PersMartial
You call upon your inner strength to persevere.
Trig You roll an Endurance check and dislike the result · Eff Reroll the Endurance check. You decide whether to make the reroll before the DM announces the result.
Prereq You must be trained in Endurance.
ENCClever TeamworkRanger Utility 6 · MP2Move Close burst 5MartialTgt You and one ally in burst
You maneuver around your enemies, thanks to your collaboration with your allies.
Eff Each target shifts 1 sq as a free action.
Beast If your beast companion is a target, add Wis to the number of sq it can shift.
ENCDefensive PostureRanger Utility 6 · MPImm Intr Close burst 20Beast, MartialTgt Your beast companion in burst
Puffing up defensively, your beast rolls with a blow.
Trig Your beast companion is hit by an attack within 20 sq of you · Eff Tgt gains a +4 pwr bonus to the defense targeted by the attack. Beast: If your companion is a bear, a spider, or a snake, the bonus lasts until SONT.
DLYEvade AmbushRanger Utility 6 · PHBNo Act Ranged sightMartial
Condensed entry — flavor text not included in source.
Eff At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies = Wis to avoid being surprised.
DLYHealing HerbsRanger Utility 6 · MP2Minor Melee touchHealing, MartialTgt One ally
You aid a wounded companion by quickly applying a poultice of healing herbs.
Eff You make a Heal check. Tgt regains HP equal to half the result of your check. Tgt can make a saving throw against one poison effect on him or her that a save can end.
DLYInvigorate the BeastRanger Utility 6 · MPMinor Melee 1Beast, Healing, MartialTgt Your beast companion
Your urging pushes your beast companion onward, despite fatigue and injury.
Eff Tgt regains HP as if it had spent a healing surge. Beast: If your companion is a boar or a lizard, it regains additional HP = Wis.
DLYOff-Hand DefenseRanger Utility 6 · MP2Minor PersMartial, Stance
You keep your off-hand weapon ready to block enemy attacks.
Eff Until the stance ends, you gain a +1 pwr bonus to 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 until SONT.
ENCSerpentine DodgeRanger Utility 6 · MPMove PersMartial
You snake past your enemies, weaving so that they have a hard time making a follow-up attack against you.
Req You must be within 2 sq of at least two enemies.
Eff You can shift a number of sq equal to 1 + Wis. Until EONT, you gain a pwr bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift.
DLYSkilled CompanionRanger Utility 6 · PHBMinor Ranged 10MartialTgt One ally
Condensed entry — flavor text not included in source.
Eff Choose a skill in which you are trained but tgt not. Until the end of the encounter, tgt gains a pwr bonus to checks with that skill = Wis. Tgt must see or hear you to gain this bonus when making a check.
DLYStealthy EscapeRanger Utility 6 · MP2Free PersMartial
You slip into the shadows, too smoothly for anyone to notice.
Trig You make a Stealth check and dislike the result · Eff Reroll the Stealth check with a bonus = 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.
Prereq You must be trained in Stealth.
ENCWeave through the FrayRanger Utility 6 · PHBImm Intr PersMartial
Condensed entry — flavor text not included in source.
Trig An enemy moves adjacent to you · Eff You can shift a number of sq = Wis.

Level 7 Encounter Exploits

ENCAssess and StrikeRanger Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature
A brush with your off-hand weapon marks a spot on your enemy for a more accurate thrust from your main weapon.
Req You must be wielding two melee weapons. · 1° Atk Str vs Reflex (off-hand weapon) · Hit 1[W] dmg. Make a secondary attack against tgt. You ignore any attack roll penalties to the second aryattack.
2° Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg.
ENCBeast RushRanger Attack 7 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You designate an enemy to your beast companion, and the beast moves toward that enemy as you strike.
Eff Before the primary attack, your beast companion can shift a number of sq = Wis. · 1° Atk Beast’s attack bonus vs. AC · Hit 1[B] + beast’s Str dmg. Beast: If your companion is a boar, a cat, a raptor, or a wolf, the primary attack deals extra dmg = Wis.
Eff You make a secondary attack against tgt.
2° Atk Str vs AC · Hit 1[W] + Str dmg.
ENCBiting VolleyRanger Attack 7 · MPStd Ranged wpnMartial, WeaponTgt One or two creatures
Two lucky shots find chinks in your target’s armor.
Atk Dex vs Reflex, two attacks. Each attack can score a critical hit on a roll of 18—20. · Hit 1[W] + Dex dmg per attack.
ENCClaws of the GriffonRanger Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
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).
ENCFetchRanger Attack 7 · MP2Std Ranged wpn (beast 1)Beast, Martial, WeaponTgt One creature adjacent to your beast companion
After your weapon strikes a foe, your beast grabs the creature and drags it away.
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.
2° Atk Beast’s attack bonus vs. AC · Hit Your beast companion shifts a number of sq = Wis and pulls tgt adjacent to it.
ENCFinishing CutRanger Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature
You execute a swift attack against a foe, attempting to finish off the creature.
Atk Dex vs AC · Hit 2[W] + Dex dmg. If tgt is bloodied or prone, the attack deals 2[W] extra dmg.
ENCHarried QuarryRanger Attack 7 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your attack, coupled with the threat of your beast companion, throws your quarry off balance.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff If tgt is your quarry, it grants CA to you and your allies until EONT. Beast: If your companion is a bear, a lizard, a spider, or a snake, your attacks against tgt deal extra dmg = Wis until EONT.
ENCHawk’s TalonRanger Attack 7 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged).
Spec Gain a pwr bonus to this attack = Wis. Ignore any penalties from cover or concealment (but not superior cover or total concealment).
ENCHunter’s ShotRanger Attack 7 · MPStd Ranged wpnMartial, WeaponTgt One creature
You draw a bead on your chosen opponent and take the shot.
Atk Dex vs AC. If tgt is your quarry, the attack hits if the attack roll hits tgt’s AC or Reflex. · Hit 2[W] + Dex dmg.
ENCJackal PloyRanger Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature
Twin strikes harass your enemy, opening a gap for an ally’s attack as you slip away.
Req You must be wielding two melee weapons. · Atk Str vs Reflex (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 until SONT. You can then shift a number of sq = Wis.
ENCSpikes of the ManticoreRanger Attack 7 · PHBStd Ranged wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
Atk Dex vs AC, one attack per target · Hit 2[W] + Dex dmg (first shot) and 1[W] + Dex dmg (second shot).
ENCSurprising ThrowRanger Attack 7 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You launch your weapon at your foe while your ally distracts it.
Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon). Tgt grants CA to you if it is adjacent to an ally of yours who can take free actions. · Hit 3[W] + Str dmg.
ENCSweeping WhirlwindRanger Attack 7 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst
Condensed entry — flavor text not included in source.
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 = Wis and it is knocked prone.
ENCToppling RushRanger Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature
You dart forward and slash at your foe’s legs, unbalancing the creature.
Eff Before the attack, you move your speed. · Atk Str vs AC · Hit 3[W] + Str dmg, and you knock tgt prone.
ENCTwofold FlinchRanger Attack 7 · MPMinor Melee wpnMartial, WeaponTgt One creature
You feint with both weapons, taking your adversary aback.
Req You must be wielding two melee weapons. · Atk Str vs Reflex (main weapon and off-hand weapon), two attacks · Hit Tgt takes a -2 penalty to attack rolls against you until SONT. If both attacks hit, the penalty is -4.

Level 9 Daily Exploits

DLYAttacks on the RunRanger Attack 9 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged) per attack.
Eff 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.
Miss Half dmg per attack.
DLYBounding BeastRanger Attack 9 · MP2Std Melee beast 1Beast, MartialTgt One creature
Your beast pushes back one foe and then charges forth.
Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg, and your beast companion pushes tgt 1 sq.
Eff Your beast companion charges one creature other than tgt.
Miss Half dmg.
DLYCaging StrikeRanger Attack 9 · MPStd Melee wpnMartial, WeaponTgt One creature
You box your foe in with one weapon and then open a wound with the other.
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 is your quarry, it instead takes ongoing 10 dmg (save ends).
Miss Half dmg, and no ongoing dmg.
DLYClose Quarters ShotRanger Attack 9 · PHBStd Ranged 1Martial, WeaponTgt One adjacent enemy
Condensed entry — flavor text not included in source.
Atk Dex vs AC. This attack does not provoke OAs · Hit 4[W] + Dex dmg.
Miss Half dmg.
DLYFurious FlingRanger Attack 9 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You lob your weapon at your foe, grievously injuring it.
Req You must be wielding a thrown weapon.
Eff Using your Hunter’s Quarry, you designate tgt as your quarry. · Atk Str vs AC (thrown weapon) · Hit 3[W] + Str dmg. If tgt is your quarry, it takes ongoing 5 dmg (save ends). · Miss Half dmg.
DLYInvigorating ConfrontationRanger Attack 9 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
Each strike you deliver against your quarry bolsters you.
Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Until tgt is no longer your quarry, whenever you hit tgt with a melee attack, you gain temp HP equal to 5 + Wis.
Miss Half dmg.
DLYJarring SalvoRanger Attack 9 · MPStd Ranged wpnMartial, WeaponTgt One creature
Each shot that hits your enemy knocks it backward.
Atk Dex vs Fortitude, three attacks · Hit 1[W] dmg per attack, and you push tgt 1 sq.
Miss Half dmg per attack, and no push.
DLYMarked for DeathRanger Attack 9 · MP2Std Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature designated as your quarry
A carefully aimed shot imperils your quarry.
Atk Strength (melee) or Dexterity (ranged) vs. AC · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg, and you mark tgt until EONT. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry dmg against tgt.
DLYMenacing CryRanger Attack 9 · MPStd Close burst 2 (beast)Beast, Fear, MartialTgt Each enemy in burst
Your beast companion issues a piercing cry, chilling the blood of nearby enemies.
Atk Beast’s attack bonus vs. Will · Hit 1d8 + beast’s Wis psychic dmg, and tgt is immobilized (save ends). Beast: If your companion is a bear, a cat, a raptor, or a wolf, the attack deals extra dmg = Wis.
Miss Half dmg, and tgt is not immobilized. More than perhaps any other class, the different builds of the ranger play very differently. The two-blade ranger is a melee-focused character who is similar in many ways to a rogue, relying on high mobility and devastating melee attacks to face foes in direct combat without the high defenses or HP of a defender class. The archer ranger is more like a warlock, attacking from a relatively safe distance while circling around the thick of melee to get the best shots. The beastmaster build is a different approach to building a melee-focused ranger, one that stands out from other classes of any role as something unique. MELEE OR RANGED?
DLYPassing AmbushRanger Attack 9 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature that is surprised or unaware of your presence
You appear as if from nowhere, skewer your adversary, and then fade away.
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.
DLYRanger’s RecoveryRanger Attack 9 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
After taking a moment to make a measuring strike and move into a better position, you’re ready for action again.
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.
DLYShocking AssaultRanger Attack 9 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
You rush your opponent, and before it can react, you pin the creature in place with steel.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is immobilized (save ends).
Spec When charging, you can use this power in place of a MBA.
DLYSpray of ArrowsRanger Attack 9 · PHBStd Close blast 3Martial, WeaponTgt Each enemy in blast you can see
Condensed entry — flavor text not included in source.
Req You must be wielding a ranged weapon. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Miss Half dmg.
DLYSpringback ShotRanger Attack 9 · MP2Imm Intr Ranged wpnMartial, WeaponTgt The triggering enemy
As an enemy rushes your position, you spring back suddenly and fire an arrow at it, discouraging it from approaching.
Trig An enemy moves during its turn to a sq adjacent to you
Eff Before the attack, you shift 2 sq and must not end the shift adjacent to the triggering enemy. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff Tgt is immobilized (save ends).
DLYSwirling Leaves of SteelRanger Attack 9 · PHBStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
Condensed entry — flavor text not included in source.
Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 2[W] + Str dmg.
Miss Half dmg.

Level 10 Utility Exploits

ENCAgile EscapeRanger Utility 10 · MP2Imm Intr PersMartial
Nothing can slow you down.
Trig You are hit by an attack that makes you slowed, immobilized, restrained, or dazed · Eff You gain a +4 pwr bonus to all defe nses against the triggering attack.
ENCCompanion EmplacementRanger Utility 10 · MPMove Close burst 20Beast, MartialTgt You and your beast companion in burst
You move into position, and you order your beast companion to warily do the same.
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.
ENCExpeditious StrideRanger Utility 10 · PHBMinor PersMartial
Condensed entry — flavor text not included in source.
Eff Until EONT, your speed increases by 4, and when you shift, you can shift 1 additional sq.
DLYHunting PartyRanger Utility 10 · MPMinor PersMartial, Stance
You’re not about to give up with a simple miss.
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 SONT, the ally’s attack deals extra dmg equal to your Hunter’s Quarry dmg.
DLYOpen the RangeRanger Utility 10 · PHBImm Intr PersMartial
Condensed entry — flavor text not included in source.
Trig An enemy moves adjacent to you · Eff You can shift 1 sq and then move a number of sq equal to 1 + Wis. You can’t end your move adjacent to the triggering enemy.
ENCPadfoot AdvanceRanger Utility 10 · MP2Free PersMartial
You glide over the ground like a stalking cat.
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.
DLYPrime ShiftRanger Utility 10 · MPMinor PersMartial, Stance
Always in motion, you dart in for the shot before spinning away.
Eff Until the stance ends, you can shift a number of sq = Wis as a move action whenever you hit an enemy with a ranged attack that has the bonus from the Prime Shot class feature.
AWQuick RecoveryRanger Utility 10 · MPImm React Close burst 20Beast, MartialTgt Your beast companion in burst
Your quick command allows your beast companion to recover from an ill effect.
Trig Your beast companion receives an effect that a save can end within 20 sq of you · Eff Tgt makes a saving throw against the effect, with a bonus to the saving throw = Wis.
ENCResume the HuntRanger Utility 10 · MP2Free PersMartial
You drop a foe and then sprint away in search of the next fight, […]
Trig You reduce an enemy to 0 HP · Eff You move your speed. You don’t provoke OAs for leaving a sq at the start of this movement. Until EONT, you gain a +2 bonus to all defenses.
AWShed the MarkRanger Utility 10 · MPMove PersMartial
Your enemies can’t keep track of your fast movements.
Req You must be marked.
Eff The marked condition ends, and you can shift 1 sq.
DLYUndaunted StrideRanger Utility 10 · PHBMinor PersMartial
Condensed entry — flavor text not included in source.
Eff Your movement is not hindered by difficult terrain.
DLYWeathered ResilienceRanger Utility 10 · MP2Minor PersMartial, Stance
Each setback, stumble, or wound bolsters your determination to succeed.
Eff Until the stance ends, you gain resistance to all dmg = Wis while you are bloodied.

Level 13 Encounter Exploits

ENCAnswer with SteelRanger Attack 13 · MP2Imm Intr Melee wpnMartial, WeaponTgt The triggering enemy
You instantly attack when an enemy comes too close. You then quickly step away.
Atk Dex vs AC · Hit 2[W] + Dex dmg, and you shift 1 sq.
Trig An enemy moves during its turn to a sq adjace nt to you
ENCBloodlust StrikeRanger Attack 13 · MPStd Melee or Ranged wpnMartial, WeaponTgt One bloodied creature
You aim for where the blood already flows.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 3[W] + Str + Wis dmg (melee) or 3[W] + Dex + Wis dmg (ranged).
ENCHammering VolleyRanger Attack 13 · MPStd Ranged wpnMartial, WeaponTgt One or two creatures
Pulling back on your bow with great effort, you unleash a pair of arrows that slam your foes into the ground.
Atk Dex vs Fortitude, 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 2[W] + Dex dmg, and you knock tgt prone.
ENCHerd the PreyRanger Attack 13 · MPStd Melee beast 1Beast, Martial, WeaponTgt One creature
Nipping at an adversary, your beast forces that foe toward your waiting weapon.
Atk Beast’s attack bonus vs. Fortitude · Hit 1[B] + beast’s Str dmg, and your beast companion can shift 2 sq toward you and then pull tgt 2 sq. Tgt grants CA to you until EONT. Beast: If your companion is a lizard, a snake, a spider, or a wolf, the attack deals extra dmg = Wis.
ENCKnockdown PounceRanger Attack 13 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature designated as your quarry
Your beast companion hurls itself at your quarry as you make a forceful attack. The combination sends your foe sprawling.
Eff Before the attack, your beast companion can shift its speed. · Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 1 sq and knock it prone. Beast: If your companion is a bear, a boar, a cat, or a raptor, you instead push tgt 2 sq.
ENCOff-Hand DiversionRanger Attack 13 · MPMinor Melee wpnMartial, WeaponTgt One creature
Your quick off-hand strike leaves your foe open to attacks.
Req You must be wielding two melee weapons. · Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg (off-hand weapon), and tgt grants CA to you and your allies until SONT.
ENCQuick ThrowRanger Attack 13 · MP2Minor Ranged wpnMartial, WeaponTgt One creature you have not attacked during this turn
You sling a weapon at a foe, catching the creature off guard.
Req You must be wielding a thrown weapon.
Eff Before the attack, you shift 1 sq. · Atk Strength (thrown weapon) vs. AC · Hit 3[W] + Str dmg, and you cannot attack tgt again until the end of your turn.
ENCRavaging TideRanger Attack 13 · MP2Std Melee beast 1Beast, MartialTgt One creature
Your enraged beast lashes out at any enemies that are around it.
Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg, and any enemy adjacent to your beast companion takes dmg equal to 5 + Wis.
ENCThread the NeedleRanger Attack 13 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You take a shot and then dash toward your foe to engage it in melee.
Atk Dex vs AC · Hit 2[W] + Dex dmg. You shift a number of sq = Wis.
Eff If tgt starts its next turn adjacent to you, you can make a MBA against it as a free action.

Level 15 Daily Exploits

DLYArmor-Piercing ShotRanger Attack 15 · MPStd Ranged wpnReliable, WeaponTgt One creature
You take careful aim at your target’s weak point before unleashing a deadly shot.
Atk Dex vs Reflex · Hit 3[W] + Dex dmg.
DLYArterial StrikeRanger Attack 15 · MPStd Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
The wound you leave seems small, but it bleeds freely.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged), and ongoing 10 dmg (save ends).
After Ongoing 5 dmg (save ends).
DLYBarreling the FishRanger Attack 15 · MP2Std Melee wpnMartial, Weapon
Your quick movement exposes your foe to a punishing attack. While the creature is recovering, you launch a weapon at a different enemy.
Req You must be wielding a thrown weapon.
Eff Before the attack, you shift 2 sq. · 1° Tgt One creature · 1° Atk Str vs AC (melee). The attack can score a critical hit on a roll of 16-20. · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff You shift 2 sq and make a ranged secondary attack. This attack doesn’t provoke OAs.
2° Tgt One creature other than the primary target · 2° Atk Str vs AC (thrown weapon). The attack can score a critical hit on a roll of 16-20. · Hit 2[W] + Str dmg.
DLYBlood FrenzyRanger Attack 15 · MPStd Melee wpnBeast, Martial, WeaponTgt One creature
Your attack unleashes a torrent of blood, and your beast companion goes into a frenzy.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff Until the end of the encounter, your beast companion gains a +2 pwr bonus to attack rolls and dmg rolls. In addition, the beast gains 10 temp HP. Beast: If your companion is a boar, a lizard, or a spider, it instead gains 20 temp HP.
Miss Half dmg.
DLYDeadly NightshadeRanger Attack 15 · MP2Std Melee or Ranged wpnMartial, Poison, Reliable, WeaponTgt One creature
You apply a dose of poison to your arrow or blade. When you strike, you temporarily debilitate your foe.
Atk Strength (melee) or Dexterity (ranged) vs. AC · Hit 2[W] + Strength (melee) or Dexterity (ranged) modifier dmg. Tgt is weakened and takes ongoing 10 poison dmg (save ends both).
DLYFearsome BeastRanger Attack 15 · MP2Std Melee beast 1Beast, MartialTgt One creature
Your beast savages an enemy, making that creature its prey. When it grows bored, the beast launches itself at a new foe, drawing that creature’s attention.
Atk Beast’s attack bonus vs. AC · Hit 3[B] + beast’s Dex dmg.
Eff Your beast companion gains 10 temp HP, and your beast companion marks tgt until the end of the encounter or until your beast companion attacks a creature other than tgt. Until the end of the encounter, whenever your beast companion makes an attack roll against any creature, it marks that creature until the end of the encounter or until it makes an attack roll against a different creature.
Miss Half dmg.
DLYOverwhelming ConfrontationRanger Attack 15 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
You strike your enemy from afar and leave it reeling. The best is yet to come, though.
Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is dazed (save ends).
Eff The next time you hit tgt with a melee attack before the end of the encounter, tgt is stunned until EONT.
Miss Half dmg.
DLYReactive ShotRanger Attack 15 · MP2No Act Ranged wpnMartial, WeaponTgt One creature
You quickly fire at the first sign of combat.
Trig You roll initiative
Eff Using your Hunter’s Quarry, you designate tgt as your quarry. · Atk Strength (thrown weapon) or Dex vs AC · Hit 3[W] + Strength (thrown weapon) or Dex dmg. · Miss Half dmg.
DLYScent of FearRanger Attack 15 · MPStd Melee beast 1Beast, MartialTgt One creature
Once your beast companion senses weakness in an opponent, it attacks with ruthless intensity.
Atk Beast’s attack bonus vs. AC · Hit 3[B] + beast’s Str dmg.
Eff Until the end of the encounter, tgt grants CA to your beast companion, and on each of your turns, you can take a minor action to command the beast to make a MBA against tgt as a free action.
DLYSteeling FlurryRanger Attack 15 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
You whip your weapons around you before dropping back into a defensive posture.
Req You must be wielding two melee weapons. · Atk Str vs AC (main) and Str vs AC (offhand), two attacks per target · Hit 1[W] + Str dmg per attack. If you hit at least twice, you gain a +2 bonus to AC until SONT.
Miss Half dmg per attack.
DLYTracking ShotRanger Attack 15 · MPStd Ranged wpnMartial, WeaponTgt One creature
You use this shot to size up your enemy, gaining insight you need for further attacks.
Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Until you hit tgt again or until the end of the encounter, you gain a pwr bonus to attack rolls against tgt = Wis.
DLYTrick ShotRanger Attack 15 · MP2Std Ranged wpnMartial, WeaponTgt One, two, or three creatures
You take several chaotic shots, which strike various parts of your foes’ bodies, inhibiting the creatures in different ways.
Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff Roll a d4 to determine the effect of each attack. 1-You knock tgt prone. 2-Tgt is slowed (save ends). 3-Tgt is dazed (save ends). 4-Tgt is immobilized (save ends).

Level 16 Utility Exploits

DLYBlade and BowRanger Utility 16 · MP2Minor PersMartial, Stance
You switch between fighting in melee and at range, confusing your foe and leaving it vulnerable to both techniques.
Eff Until the stance ends, whenever you hit your quarry with a melee attack, your next ranged attack against your quarry before the end of the encounter deals extra dmg = Wis. Whenever you hit your quarry with a ranged attack, your next melee attack against your quarry before the end of the encoun ter deals extra dmg equal to your Wisdom modifler.
DLYCurving ShotRanger Utility 16 · MPFree PersMartial
For a moment, it looked like you were going to miss.
Trig You miss with a ranged at-will attack · Eff You reroll the attack.
ENCPack StealthRanger Utility 16 · MPMinor Close burst 2Beast, MartialTgt You and your beast companion in burst
Moving as one, you and your beast companion disappear into the mist.
Req You and your beast companion must have cover or concealment.
Eff The targets become hidden from any enemy that they have cover or concealment against. Beast: If your companion is a cat, a spider, or a snake, it can be within 5 sq of you when you use this power.
Prereq You must be trained in Stealth.
ENCRanger’s ParryRanger Utility 16 · MP2Imm Intr PersMartial, Weapon
You use your off-hand weapon to deflect an enemy attack.
Req You must be wielding two melee weapons.
Trig An enemy hits you with a melee or a ranged attack · Eff You gain a +4 bonus to AC and Reflex against the attack, and you gain 10 temp HP.
DLYShared HealingRanger Utility 16 · MPMinor Close burst 5Beast, Healing, MartialTgt You and your beast companion in burst
You and your beast companion draw strength from each other, restoring your vitality.
Eff Each target regains HP as if spending a healing surge.
DLYStalker’s SensesRanger Utility 16 · MPMinor PersMartial, Stance
Your prey can’t hide from you.
Eff Until the stance ends, you take no attack roll penalty because of concealment or total concealment when you attack your quarry.
ENCTree RunnerRanger Utility 16 · MP2Minor PersMartial
You’re accustomed to battling on precarious surfaces, and your surefootedness lends you aid as you dart around the terrain.
Eff Until EONT, you can move at full speed while climbing or balancing, or you can jump a dis tance up to your speed. You do not grant CA while climbing or balancing, and you can jump down a number of sq equal to your speed without having to make an Acrobatics check to reduce falling dmg.
DLYVengeful OathRanger Utility 16 · MP2Imm React PersHealing, Martial
Seeing a foe wound one of your allies fills you with vigor and hardens your resolve against the offender.
Trig An enemy bloodies your ally or reduces your ally to o HP or fewer · Eff You can spend a healing surge and can make a saving throw against an effect that a save can end. Using your Hunter’s Quarry, you designate the triggering enemy as your quarry.
ENCWary ShooterRanger Utility 16 · MPMinor PersMartial
Your agile shooting style keeps you safe from enemy attacks.
Eff Until EONT, any ranged attack you make does not provoke OAs.

Level 17 Encounter Exploits

ENCBlade and FangRanger Attack 17 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Attacking as one, you and your beast companion tear into an opponent.
1° Atk Str vs AC · Hit 2[W] + Str dmg.
Eff Your beast companion makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. AC · Hit 1[B] + beast’s Str dmg. Beast: If your companion is a bear, a boar, a lizard, or a snake, the secondary attack deals extra dmg = Wis. 5 3
ENCBlow-Through AssaultRanger Attack 17 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your attack flies through the ranks of closely clustered foes, hurting them all.
Req You must be wielding two melee weapons or a ranged weapon. · Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged), and each enemy adjacent to tgt takes dmg = Wis.
ENCDuck and DrawRanger Attack 17 · MP2Imm Intr Ranged wpnMartial, WeaponTgt The triggering enemy
You duck beneath your enemy’s attack and then step away, striking at range.
Trig An enemy makes a melee attack against you
Eff You shift a number of sq = Wis. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
ENCHounding BeastRanger Attack 17 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your beast companion darts around an opponent, leaving it hopelessly sidetracked.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt provokes OAs from you if it shifts or attacks on its next turn.
Eff Before or after the attack, your beast companion can shift 1 sq. If the beast shifts, tgt grants CA to you for other attacks until EONT. Beast: If your companion is a cat, a raptor, a spider, or a wolf, it can shift 1 sq both before and after the attack.
ENCPounding BarrageRanger Attack 17 · MPStd Ranged wpnMartial, WeaponTgt One creature
You pepper your enemy with a flurry of projectiles, leaving it tottering and unable to move.
Atk Dex vs AC, three attacks · Hit 1[W] + Dex dmg per attack. If two of the attacks hit, tgt takes 1d6 extra dmg. If three of the attacks hit, tgt is also immobilized until EONT.
ENCReproving StrikeRanger Attack 17 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
Your attack brings vengeance to enemies that have hurt your friends.
Atk Strength (melee or thrown weapon) vs. AC · Hit 3[W] + Str dmg. If a bloodied ally is adjacent to tgt, you push tgt 1 sq and knock it prone.
ENCSuppressing ShotsRanger Attack 17 · MP2Std Area burst 1 within 20 squaresMartial, WeaponTgt Each enemy in burst
You shower enemies with arrows, pinning them down. Any foes that try to move through the area you threaten will suffer the consequences.
Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is immobilized until EONT.
Eff Until EONT, you can make a RBA as an opportunity action against any enemy that moves into the area of the burst during its turn.
ENCUntamed OutburstRanger Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature
You lash out with your weapons, surprising your enemy with your wildness.
Req You must be wielding two melee weapons. · Atk Str + 2 vs AC (main weapon and off-hand weapon), two attacks · Hit 2[W] + Str dmg per attack. If both attacks hit, tgt is dazed until EONT.
ENCWolverine Claw StrikeRanger Attack 17 · MP2Std Melee wpnMartial, Weapon
You dart among your foes in a low crouch, striking out on both sides.
Eff Before the attack, you shift 2 sq. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff You shift 2 sq and make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Dex vs AC HIt: 2[W] + Dex dmg.
Eff You gain a bonus to AC = Wis until EONT.

Level 19 Daily Exploits

DLYBarbed ArrowsRanger Attack 19 · MP2Std Ranged wpnMartial, Reliable, WeaponTgt One or two creatures
You loose a couple of shots at nearby enemies. When your opponents pull out the projectiles, chunks of flesh come with them.
Atk Dex vs AC. Make two attack rolls and use the higher result. · Hit 2[W] + Dex dmg, and tgt is weakened (save ends).
After Tgt takes ongoing 10 dmg (save ends).
DLYClaim the PrizeRanger Attack 19 · MPStd Melee or Ranged wpnMartial, Reliable, WeaponTgt One bloodied creature designated as your quarry
Taking advantage of your foe’s weakness, you try to land a finishing blow.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 5[W] + Str dmg (melee) or 4[W] + Dex dmg (ranged).
DLYCrippling SpiralRanger Attack 19 · MP2Std Ranged wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your arrow injures your enemy, knocking it to the ground or pinning it in place. Once your foe is hampered, your beast companion leaps into action.
Req You must be wielding a thrown weapon. · Atk Strength (thrown weapon) vs. AC · Hit 3[W] + Str dmg, and tgt is immobilized (save ends). In addition, tgt loses its fly speed (save ends). · Miss Half dmg, and tgt loses its fly speed until the end of its next turn.
Eff Your beast companion shifts its speed and makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg.
DLYDead StopRanger Attack 19 · MPImm Intr Ranged wpnMartial, WeaponTgt The triggering enemy
With a well-timed shot, you bring down a charging adversary, which skids to a halt at your feet.
Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and you knock tgt prone.
Trig An enemy makes a charge attack against you
Miss Half dmg, and you don’t knock tgt prone. · Spec Using this power doesn’t provoke an OA from tgt.
DLYDriving OffensiveRanger Attack 19 · MPStd Melee wpnMartial, WeaponTgt One creature
An initial strike hurls your opponent away from you, and as it stumbles, you heave a sense-rattling chaser after it.
Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 3[W] + Str dmg, and you push tgt 3 sq. · Miss Half dmg, and you push tgt 1 sq.
Eff Make a ranged secondary attack against tgt.
2° Atk Str vs AC (off-hand weapon) · Hit 1[W] + Str dmg, and tgt is dazed (save ends). · Miss Half dmg, and tgt is not dazed.
DLYFerocious RoarRanger Attack 19 · MPStd Close burst 2 (beast)Beast, Fear, MartialTgt Each enemy in burst
With a terrifying vocalization, your beast sends nearby enemies lurching in panic.
Atk Beast’s attack bonus vs. Will · Hit 2d8 + Wis psychic dmg, and tgt is pushed 1 sq and dazed (save ends). Beast: If your companion is a bear, a cat, a snake, or a wolf, the attack deals extra dmg = Wis.
Miss Half dmg, tgt is pushed 1 sq, and tgt is not dazed.
DLYFrantic AssaultRanger Attack 19 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
Your shot marks the target you intend to kill. As you confront your foe in melee, your weapons flash in a whirlwind of steel, threatening other enemies as well.
Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff Until tgt is no longer your quarry, whenever you hit tgt with a melee attack, any enemy adjacent to you takes dmg equal to 5 + Wis.
Miss Half dmg.
DLYGnawing AssaultRanger Attack 19 · MPStd Melee beast 1Beast, MartialTgt One creature
Your beast companion clamps down on a foe and rends its flesh.
Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Str dmg, and tgt is immobilized (save ends).
Eff If tgt was already immobilized and your beast companion began the turn adjacent to it, tgt takes ongoing 10 dmg (save ends).
Miss Half dmg, and tgt is immobilized until the end of its next turn.
DLYRinging the BellRanger Attack 19 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
You come up behind your enemy and drive your weapon against its head, leaving it senseless.
Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 5 dmg (save ends). If you have CA against tgt, it is also dazed (save ends).
DLYThreefold AssaultRanger Attack 19 · MPStd Melee or Ranged wpnMartial, WeaponTgt One, two, or three creatures
In a wild onslaught, you unleash three attacks with escalating potential.
Req You must be wielding two melee weapons. · Atk Str vs AC, three attacks (at least one attack with each weapon) · Hit 1[W] + Str dmg per attack. If you hit a target twice, you push it a number of sq = Wis. If you hit a target three times, it is also dazed until EONT.
Miss Half dmg per attack. · Spec If you use this power as a ranged attack, it doesn’t provoke OAs.
DLYUnrestrained AggressionRanger Attack 19 · MP2Std Area burst 3 within 1 0 squaresMartial, WeaponTgt Each enemy in burst
Your volley of arrows rains down across your enemies. Among the targets, you pick out a single opponent to kill.
Eff Using your Hunter’s Quarry, you designate one target you can see as your quarry. · Atk Dex vs AC · Hit 2[W] + Dex dmg.

Level 22 Utility Exploits

DLYAdamant RecoveryRanger Utility 22 · MPImm Intr PersHealing, Martial
You stay up despite all odds, showing what you’re really made of.
Trig You are reduced to 0 HP or fewer · Eff You spend a healing surge and can shift 1 sq.
ENCDaunting AgilityRanger Utility 22 · MP2Move PersMartial
You leap through the air with remarkable skill and speed.
Eff You shift your speed and have a +10 pwr bonus to Athletics checks to jump during the shift.
Prereq You must be trained in Athletics.
ENCFade from SightRanger Utility 22 · MP2Minor PersMartial
You step back and disappear amid the darkness or foliage.
Eff ou shift 1 sq. You can then make a Stealth check to become hidden if you have any cover or any concealment.
DLYFleet of FootRanger Utility 22 · MP2Minor PersMartial, Stance
You sprint through the battle with such speed that you’re already gone by the time your enemies swing.
Eff Until the stance ends, you do not provoke oppor tunity attacks for moving. In addition, you don’t take a penalty to attack rolls or grant CA for running.
DLYHunt the HerdRanger Utility 22 · MPMinor Close burst 1MartialTgt Each enemy in burst you can see
You make prey out of all nearby foes.
Eff Until EONT, you designate each target as your quarry and can deal your Hunter’s Quarry dmg against each one you hit.
DLYPreternatural SensesRanger Utility 22 · MPMinor PersMartial, Stance
Employing all your senses, you are aware of the unseen and the silent.
Eff Until the stance ends, you gain blindsight 5 and a +5 pwr bonus to Perception checks.
Prereq You must be trained in Perception.
DLYSelfless SacrificeRanger Utility 22 · MPImm Intr Close burst 1Beast, Martial
You or your beast companion steps in front of an incoming attack meant for the other.
Trig You or your adjacent beast companion is damaged by an attack Targets: You and your beast companion in burst · Eff Tgt damaged by the triggering attack takes only half of the dmg, and the other target takes the remainder. (If both targets were damaged by the triggering attack, one target can take half of the other’s dmg.) Tgt taking the remainder of the other’s dmg gains temp HP equal to your level.
DLYSharpen the SensesRanger Utility 22 · MP2Minor PersMartial, Stance
You hone your senses and note the tiniest details around you.
Eff Until the stance ends, you gain a +5 pwr bonus to Perception checks. In addition, you can see invisible crea tures unless they are invisible as a result of being hidden.
DLYTested AnalysisRanger Utility 22 · MP2Minor PersMartial, Stance
Each swing or shot instructs you on how best to anticipate your foe’s movement.
Eff Until the stance ends, whenever you miss your quarry with an attack, you gain a +2 pwr bonus to attack rolls against it until EONT.
DLYWild DashRanger Utility 22 · MPImm React PersBeast, Martial
Your beast companion rushes forward to intercept a threat, or perhaps to flee an attacker.
Trig Your beast companion is hit by an attack or an enemy enters a sq within 5 sq of you · Eff Your beast companion can shift its speed.

Level 23 Encounter Exploits

ENCAvalanche of FuryRanger Attack 23 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
You cut wide with your two weapons, and if the strategy doesn’t work, you save it for use later in the fight.
Req You must be wielding two melee weapons. · 1° Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg.
Eff Make a secondary attack against tgt.
2° Atk Str vs AC (off-hand weapon) · Hit 3[W] + Str dmg. · Miss You do not expend this power.
ENCChase DownRanger Attack 23 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You knock your adversary to one side, and your beast companion pursues.
Atk Str vs AC · Hit 3[W] + Str dmg, and you slide tgt 2 sq. Your beast companion can shift 4 sq and must end adjacent to tgt. Beast: If your companion is a bear, a cat, a raptor, a spider, or a wolf, it can instead shift its speed.
ENCDazing VolleyRanger Attack 23 · MPStd Ranged wpnMartial, WeaponTgt One or two creatures
You shoot quickly enough to get off one shot with accuracy or two with haste. Either way, you leave struck foes in momentary shock.
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 3[W] + Dex dmg, and tgt is dazed until EONT.
ENCFlickering BladesRanger Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One, two, or three creatures
You whirl your weapon in a dazzling butterfly pattern. The flash of steel momentarily disorients any enemy you strike.
Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt takes a -2 penalty to attack rolls until EONT.
ENCHobbling ShotRanger Attack 23 · MPStd Ranged wpnMartial, WeaponTgt One creature
The enemy wobbles from your shot and can move only poorly for a moment.
Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is slowed until SONT. If tgt is your quarry, it is instead immobilized until SONT.
ENCNonchalant CollapseRanger Attack 23 · MPMinor Melee wpnMartial, WeaponTgt One creature
With your off-hand weapon, you casually send a foe to the floor.
Req You must be wielding two melee weapons. · Atk Str vs Fortitude (off-hand weapon) · Hit 2[W] + Str dmg, and you knock tgt prone.
ENCOverwhelming FuryRanger Attack 23 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You throw yourself at the enemy, distracting it while your beast companion moves to strike.
1° Atk Str vs AC · Hit 1[W] + Str dmg, and tgt grants CA to your beast companion until EONT.
Eff Your beast companion makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. AC · Hit 3[B] + beast’s Str dmg. Beast: If your companion is a boar, a lizard, or a snake, the secondary attack deals extra dmg = Wis.
ENCRicochet ThrowRanger Attack 23 · MP2Std Ranged wpnMartial, Weapon
As you unleash your weapon, it strikes one foe and then ricochets toward another, hitting that creature as well.
Req You must be wielding a thrown weapon. · 1° Tgt One creature · 1° Atk Str vs AC (thrown weapon) · Hit 3[W] + Str dmg. Make a secondary attack that uses the same thrown weapon you used for the primary attack.
2° Tgt One creature within 5 sq of the primary target · 2° Atk Str vs AC · Hit 2[W] + Str dmg.
ENCWindwalk StrikeRanger Attack 23 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One or two creatures
You glide across the ground as if you were the wind. Your swift movement catches your foes by surprise.
Eff Before the attack, you shift your speed. · Atk Dex vs AC. Tgt grants CA to you for this attack. · Hit 2[W] + Dex dmg.
ENCWolf Howl StrikeRanger Attack 23 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature.
You dart into sight and strike your foe as you howl.
Eff Before the attack, you move your speed. · Atk Strength (me lee) or Dexterity (ranged) vs. AC. If tgt couldn’t see you before you moved, it grants CA to you for this attack. · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg.

Level 25 Daily Exploits

DLYAid the BeastRanger Attack 25 · MP2Std Ranged wpnBeast, Martial, Stance, WeaponTgt One creature adjacent to your beast companion
You unleash a barrage of attacks from a distance, granting your beast the advantage.
Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon) · Hit 2[W] + Str dmg.
Eff Until the stance ends, you can make a RBA once per round as a minor action against one crea ture adjacent to your beast companion. If you hit tgt, it grants CA to your beast companion until the end of your turn.
Miss Half dmg.
DLYAmbusher’s ReapingRanger Attack 25 · MPStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures that are surprised or that you are hidden from
You leap from the shadows, cut down two foes, and then disappear from view.
Atk Str vs AC (melee) or Dex vs AC (ranged), one attack per target · Hit 5[W] + Str + Wis dmg (melee) or 5[W] + Dex + Wis dmg (ranged), and you can shift your speed. If you are hidden from tgt when you make the attack, you remain hidden if you have any cover or concealment.
Miss Half dmg, and you can shift 1 sq. You can make a Stealth check with a +2 bonus to remain hidden if you have any cover or concealment.
DLYCircling CascadeRanger Attack 25 · MP2Std Melee wpnMartial, WeaponTgt One creature
You circle your opponent, striking hard. Your blows leave your enemy bruised, bloody, and reeling from the ferocious onslaught.
Req You must be wielding two melee weapons.
Eff Before the attack, you shift 2 sq. · 1° Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff You shift 2 sq and make a secondary attack against tgt. Tgt grants CA to you for this attack.
2° Atk Str vs AC (off-hand weapon) · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff You shift 2 sq and make a tertiary attack against tgt. Tgt grants CA to you for this attack.
3° Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg. If all three attacks hit tgt, it is dazed (save ends). · Miss Half dmg.
DLYDeadly SidestepRanger Attack 25 · MP2Imm Intr Melee wpnMartial, WeaponTgt The triggering enemy
When your enemy approaches, you deliver a single deadly thrust and then twist aside. You allow your foe’s momentum to send the creature tumbling.
Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is dazed (save ends).
Trig An enemy moves during its turn to a sq adjacent to you · Eff You slide tgt a number of sq equal to 1 + Wis and knock it prone.
Miss Half dmg.
DLYIncapacitating ConfrontationRanger Attack 25 · MP2Std Ranged wpnMartial, WeaponTgt One creature designated as your quarry
Your shot incapacitates an enemy, giving you the advantage in melee combat.
Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff Until tgt is no longer your quarry, whenever you hit it with a melee attack, tgt is weakened until EONT.
DLYPrimal RampageRanger Attack 25 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
In a blur, you and your beast companion leap forward, knocking your foe down.
Req You and your beast companion must charge and use this power in place of a MBA. · 1° Atk Beast’s attack bonus vs. AC · Hit 2[B] dmg, and tgt is knocked prone. Beast: If your companion is a boar, a cat, a raptor, a lizard, or a spider, the primary attack deals extra dmg = Wis.
Eff Your beast companion can shift 1 sq, and you make a secondary attack against tgt.
2° Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is dazed (save ends). · Miss Half dmg.
DLYPulverizing ShotRanger Attack 25 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You loose arrow after arrow at an approaching foe, piercing metal, flesh, and bone.
Eff Make the following attack four times against tgt. · Atk Dex vs Reflex. The attack can score a critical hit on a roll of 18-20. · Hit 10+ Dex dmg.
DLYPursuit of the Wild HuntRanger Attack 25 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You nail your adversary and your beast companion follows the scent of faltering prey.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff Until the end of the encounter, before you take any actions on each of your turns, you can take a free action to command your beast companion to shift its speed to a space closer or adjacent to tgt. In addition, tgt provokes an OA from your beast companion whenever tgt shifts or makes an attack that doesn’t include the beast as a target.
Miss Half dmg.
DLYRanger’s ResurgenceRanger Attack 25 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
With the grace of immortals, you move where you will and strike hard, leaving yourself prepared to make another assault.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 4[W] + Str dmg (melee) or 4[W] + Dex dmg (ranged).
Eff Before or after the attack, you can shift your speed. If you have expended 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 4[W] extra dmg.
DLYTrue-Eye ShotRanger Attack 25 · MPStd Ranged sightMartial, Reliable, WeaponTgt One creature
You can sometimes hit any target you can see.
Atk Dexterity — 2 vs. AC · Hit 5[W] + Dex dmg.

Level 27 Encounter Exploits

ENCBeastly ViseRanger Attack 27 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your attack leaves your foe with no idea how to escape its position between you and your beast.
Atk Str vs AC · Hit 3[W] + Str dmg. If you and your beast companion are both flanking tgt, tgt is immobilized until SONT. Beast: If your companion is a boar, a cat, a raptor, a spider, or a wolf, the attack deals extra dmg = Wis.
ENCCatch and DropRanger Attack 27 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
A quick strike from your beast companion sends your opponent stumbling to the ground, and you have no qualms about hitting a downed foe.
1° Atk Beast’s attack bonus vs. Reflex · Hit 1[B] + beast’s Str dmg, and tgt is knocked prone. Beast: If your companion is a bear, a lizard, or a snake, it slides tgt 1 sq.
Eff You make a secondary attack against tgt.
2° Atk Str vs AC · Hit 2[W] + Str dmg.
ENCRolling FireRanger Attack 27 · MP2Std Ranged wpnMartial, WeaponTgt One or two creatures
You sprint across the battlefield, dodging enemy attacks. When you stop, you unleash a pair of well-timed shots.
Eff Before the attack, you shift a number of sq = Wis. · Atk Dex vs AC. This attack doesn’t provoke OAs. · Hit 2[W] + Dex dmg.
ENCSkewering ShotRanger Attack 27 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your shot leaves an enemy with a gaping wound that oozes blood whenever the creature moves.
Req You must be wielding a thrown weapon. · Atk Str vs AC (thrown weapon) · Hit 3[W] + Str dmg, and tgt is immobilized until EONT. Until the immobilized condition ends, tgt takes 1 5 dmg whenever it teleports or is pulled, pushed, or slid.
ENCSteel BreezeRanger Attack 27 · MP2Std Melee wpnMartial, WeaponTgt One, two, or three creatures
You rush into the middle of your enemies and unleash a cyclone of steel that shocks your foes.
Eff Before the attack, you shift 3 sq. · Atk Str vs AC /’ · Hit 2[W] + Str dmg, and tgt is dazed until EONT.
ENCTwo-Beast StrikeRanger Attack 27 · MP2Std Melee wpn (beast 1 )Beast, Martial, WeaponTgt One creature
You strike at your foe, distracting it while your beast moves in for the kill.
1° Atk Str vs AC · Hit 1[W] + Str dmg, and tgt grants CA to your beast companion until EONT.
Eff Your beast makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. AC · Hit 3[B] + beast’s Str dmg. · Miss You do not expend this power.
ENCUnstable GashRanger Attack 27 · MPStd Melee wpnMartial, WeaponTgt One creature
You leave a wound ready to tear open at the slightest strain.
Atk Str vs Fortitude · Hit 2[W] + Str dmg. If tgt attacks or moves more than 1 sq before SONT, it takes 4[W] extra dmg.

Level 29 Daily Exploits

DLYBrutal TempestRanger Attack 29 · MP2Std Close bu rst 1 (beast)Beast, MartialTgt Each enemy in burst
Your beast becomes a flurry of teeth and claws, rending flesh and breaking bone.
Atk Beast’s attack bonus vs. AC · Hit SIB] + beast’s Str dmg.
Miss Half dmg.
DLYCulling OutRanger Attack 29 · MP2Std Melee wpnMartial, WeaponTgt One creature
You hook your target with your weapon after you hit, and quickly drag it away from its allies.
Atk Str vs AC · Hit SIW] + Str dmg.
Eff You shift a number of sq equal to your Wisdom mod ifier and pull tgt adjacent to you.
Miss Half dmg. · Spec When charging, you can use this power in place of a MBA.
DLYFive-Missile DanceRanger Attack 29 · MPStd Ranged wpnMartial, WeaponTgt One, two, three, four, or five creatures
Moving warily, you launch five projectiles at your opponents, each shot more capable than the last of felling a target.
Atk Dex vs AC, five attacks · Hit 2[W] + Dex dmg per attack. If you hit a target at least twice, you push it 1 sq. If you hit a target at least four times, you also knock it prone. If you hit a target five times, it is also immobilized (save ends).
Eff You can shift 1 sq after each attack.
Miss Half dmg per attack.
DLYGauntlet of SteelRanger Attack 29 · MP2Std Melee wpnMartial, WeaponTgt One creature
You move effortlessly through ranks of enemies, cutting them down as you approach a target you have marked for death.
Req You must be wielding two melee weapons.
Eff Before the attack, you shift your speed. During this movement, you can shift through enemies’ sq. Make a MBA against each enemy whose space you enter. No enemy can be attacked more than once from a single use of this power. · Atk Str vs AC · Hit 4[W] + Str dmg.
DLYHuntmaster’s BloodbathRanger Attack 29 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your horrific attack strikes a vital center, rapidly spilling your adversary’s life force.
Atk Str vs Fortitude (melee) or Dex vs Fortitude (ranged) · Hit 4[W] + Str dmg or 4[W] + Dex dmg, and ongoing 20 dmg (save ends).
Miss Half dmg, and ongoing 10 dmg (save ends).
DLYHuntmaster’s MaulingRanger Attack 29 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
You slice the flesh, and your beast companion tears it open.
1° Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff Your beast companion makes a secondary attack against tgt. If the primary attack bloodied tgt, the beast gains CA for the secondary attack.
2° Atk Beast’s attack bonus vs. AC · Hit 5[B] + beast’s Str dmg. · Miss Half dmg. Beast: If your companion is a bear, a snake, or a wolf, the secondary attack deals extra dmg = Wis.
DLYSuffering’s EndRanger Attack 29 · MPStd Melee wpnMartial, WeaponTgt One bloodied creature
Intending to slay your foe one way or another, you strike with deadly force.
Eff Before the attack, you can shift a number of sq = Wis. · Atk Str vs AC · Hit 8[W] + Str dmg. · Miss 5[W] + Str dmg.
DLYTrue ArrowRanger Attack 29 · MP2Std Ranged wpnMartial, WeaponTgt One creature
The important arrow in your quiver is the one that finishes your foe.
Atk Dex vs AC · Hit 6[W] + Dex dmg. If you reduce tgt to 0 HP, this power is not expended.
Miss Half dmg.
DLYTwin-Strike TornadoRanger Attack 29 · MPStd Close burst 2Martial, WeaponTgt Each enemy in burst you can see
You move and strike with such speed that your wounded foes are the only proof you moved at all.
Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 5[W] + Str dmg.
Miss Half dmg. Note: The borderlands marshal, a paragon path described on page 119, is open to a character who is both a ranger and a warlord (having multiclassed into the second class).
DLYUltimate ConfrontationRanger Attack 29 · MP2Std Ranged wpnMartialTgt One creature designated as your quarry
You study your foe’s movements, and as combat grows fiercer, your knowledge allows you to deliver deadlier blows with each hit.
Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff Until tgt is no longer your quarry, whenever you hit tgt with a melee attack, you deal 1[W] extra dmg. The extra dmg increases by 1[W] each time you hit tgt with a melee attack, up to a maxi mum of SIw] extra dmg. If you miss tgt with a melee attack, the extra dmg decreases to lIW].
Miss Half dmg.

Paragon Paths

At 11th level a ranger may take one of these paragon paths. The Player’s Handbook ranger paragon paths are not included in the source files.

Avalanche Hurler

[Quote, prerequisite, and introduction not present in the source.]

Avalanche Hurler Path Features

Throwing Action (11th level): When you spend an action point to take an extra action, you can make a ranged basic attack with a light thrown weapon or a heavy thrown weapon as a free action. This ranged attack does not provoke opportunity attacks. You can then take an extra action.
Throwing Master (11th level): When you use a light thrown weapon or a heavy thrown weapon as a ranged weapon, increase the weapon’s damage die by one size.
Uncanny Thrower (16th level): You take no penalty to attack rolls when using a light thrown weapon or a heavy thrown weapon against a target at long range.

Avalanche Hurler Exploits

ENCLandslide StrikeAvalanche Hurler Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
You hurtle forward, lashing out with your weapons at the end of your advance.
Req You must be wielding two melee weapons.
Eff Before the attack, you can shift 2 sq. · Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), one attack per target · Hit 2[W] + Str + Dex dmg.
AWQuick-Draw TrickAvalanche Hurler Utility 12 · MPFree PersMartial
You draw and stow your weapons with dazzling speed.
Eff You draw or stow one or two weapons.
DLYEruption of SteelAvalanche Hurler Attack 20 · MPStd Melee or Ranged wpnMartial, Weapon
After attacking with each of your weapons, you pause just long enough to find new targets for your furious assault.
Req You must be wielding two melee weapons. · 1° Tgt One creature · 1° Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), two attacks · Hit 2[W] + Str + Dex dmg per attack. · Miss Half dmg per attack.
Eff Make a secondary attack.
Secondary Targets One or two creatures other than the primary target
2° Atk Str vs AC (melee; main weapon and off-hand weapon) or Dex vs AC (ranged), one attack per target · Hit 1[W] + Str + Dex dmg. · Miss Half dmg.

Blade Banshee

“That hum is the sound of your death approaching.”

Prerequisites: Eladrin, ranger

The Feywild sings with eldritch energy. It is infused with magic from its twilight sky to its sparkling depths. Fey creatures, its children, are bathed in its supernatural flow. Even the simplest among them have powers beyond those of worldly mortals, bestowing simple tasks with an otherworldly enchantment. Eladrin are among the heritors of the Feywild’s nature. As humans and other races tamed portions of the world, so too did the eladrin subdue parts of the Feywild according to their fey temperament. They evolved a complex society, rich in crafts and traditions that also sing in concordance with the Feywild. As followers of mores inspired in elder days by the god Corellon, eladrin treat life and all its aspects as an art. Everything they do, wonderful or wicked, reflects this ideal. Like their counterparts in the world, eladrin have had to fight and die to defend their way of life. Each eladrin learns to wield the longsword, the traditional weapon of the eladrin people. They have martial disciplines that teach an eladrin to channel the innate magic in his or her spirit, as well as that stored within the elements. A blade from the Feywild or crafted by eladrin hands has a special beauty. The metal vibrates with bizarre potential. Some eladrin learn to make steel shaped into such a blade sing its heart’s song. That song is a fey cry that portends loss of life, and those who wield it are known across the cosmos as blade banshees. Over the years, you’ve developed a terrifying synergy with your blades. You understand the secret heart of fey-crafted steel. Its unmistakable, dread voice announces your displeasure. As you fight, your blades buzz and keen, unleashing rending vibrations against your foes. But when your soul is bent to friendship or mercy, your swords hum with your own gentleness, briefly bringing a bit of peace to others before shrieking into battle once again.

Blade Banshee Path Features

Banshee’s Action (11th level): When you spend an action point to take an extra action while wielding two melee weapons, any enemy adjacent to you takes thunder damage equal to your Wisdom modifier.
Bladed Disruption (11th level): While you’re wielding two melee weapons, any creature you hit with more than one of your melee attacks during your turn takes a -2 penalty to attack rolls until the start of your next turn.
Shrieking Blades (16th level): While you’re wielding two melee weapons, your melee attacks deal extra thunder damage equal to your Wisdom modifier.

Blade Banshee Exploits

ENCSteel ScreamBlade Banshee Attack 11 · MPStd Close burst 1Martial, Thunder, WeaponTgt Each creature in burst
You clash your blades together, unleashing a mind-numbing screech.
Req You must be wielding a longsword and another melee weapon. · Atk Str vs Will · Hit 1[W] + Str thunder dmg, and tgt is dazed until EONT.
DLYSoothing ReverberationBlade Banshee Utility 12 · MPMinor Close burst 3Healing, Martial, WeaponTgt Each ally in burst
With a soft sweep, your blades purr, reaching out to the minds of nearby allies and revitalizing them.
Req You must be wielding a longsword and another melee weapon.
Eff Each target can spend a healing surge either to regain HP or to negate being dazed or stunned.
DLYMind-Bending BladesBlade Banshee Attack 20 · MPStd Melee wpnCharm, Martial, Reliable, WeaponTgt One creature
You use your blades to set up a fey harmonic pattern, allowing you to control your target until you unleash the sound in a disruptive wail.
Req You must be wielding a longsword and another melee weapon. · Atk Str vs Fortitude · Hit 1[W] + Str dmg, and tgt is dominated (save ends). As a standard action, you can end the dominated effect and deal 5d6 thunder dmg to tgt and each creature adjacent to it.

Blade Dancer

“Clashing blades create the rhythm for our final dance.”

Prerequisite: Ranger

Halflings have long used music and a sense of fun to enliven physical labor and various dull tasks. When the race was young, they created dancelike movements that mimicked martial skills—and translated into deadliness in melee. Halflings learned that bladed weapons lent themselves easily to such a refined use. As their battle dances evolved, halflings began to consider the nimble use of a pair of bladed weapons a refinement of the style. Halflings came to call skilled practitioners of this dual-weapon method blade dancers. The mingling of itinerant halflings with other peoples eventually made the blade dance famous. The blade-dancer way spread far and wide, and other folk adapted it to new weapon types. Today, numerous people know and teach the essentials of the method. The strictest masters require the student to show proficiency in combat as well as a love of life and wandering like that of halflings. Halfling or not, you have put your body through a grueling regimen to attain mastery of the blade dance. Twin blades twirl about you like deadly veils. Intricate footwork allows you to dance in and out of danger with ease. Your weapons, like good dance partners, know where you want them to go almost before you do. One day, you and your weapons might dance your way into legend.

Blade Dancer Path Features

Dual-Blade Action (11th level): You can spend an action point to make one melee basic attack with your primary weapon and another one with your offhand weapon, instead of taking an extra action. You gain a bonus to the damage rolls equal to your Wisdom modifier.
Dancing Defense (11th level): If you’re wielding two melee weapons and hit with at least two melee attacks on your turn, you gain a +2 bonus to AC and Reflex until the start of your next turn.
Cutting Steps (16th level): While wielding two melee weapons, you gain a +1 bonus to melee damage rolls and AC.

Blade Dancer Exploits

ENCCross-Body ParryBlade Dancer Attack 11 · MPImm Intr Melee wpnMartial, WeaponTgt The triggering enemy
As your foe swings, you quickly cross your blades to parry, then scissor those blades brutally into your attacker.
Req You must be wielding two melee weapons. · Atk Str vs Reflex (main weapon and off-hand weapon), two attacks · Hit 1[W] dmg per attack. If both attacks hit, tgt is weakened until EONT.
Trig An enemy makes a melee attack against you
Wpn If you’re wielding two light blades, two heavy blades, or a heavy blade and a light blade, each attack deals extra dmg = Dex.
DLYMisleading BladeworkBlade Dancer Utility 12 · MPMove PersMartial, Weapon
Whirling your blades, you dance in and out of your enemies’ reach, knocking weapons aside and leaving foes off balance.
Req You must be wielding two melee weapons.
Eff You shift a number of sq = Dex. Throughout the shift, each adjacent enemy takes a -2 penalty to attack rolls and grants CA to your allies until SONT.
DLYBlade DanceBlade Dancer Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature
For a moment, you transform into a deadly storm of blades.
Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 2[W] + Str dmg.
Eff You can shift 3 sq and repeat the attack against a second target. You can then shift 3 sq and repeat the attack against a third target.
Miss Half dmg. · Wpn If you’re wielding two light blades, two heavy blades, or a heavy blade and a light blade, the attack deals extra dmg = Dex.

Bloodfury Hunter

“Angry? I’ll show you angry!”

Prerequisite: Shifter, ranger

Every ranger needs to tap into the beast inside; this task is especially simple for a shifter like you. You have honed your senses. You can smell blood in the air and hear the sound of your foe’s racing heartbeat; at times, you can even taste the fear you inspire. By embracing the animal inside you, you become a true hunter.

Some shifters suppress their animal instincts, but you crave the adrenaline rush that comes over you when you unleash your inner beast. Your muscles are charged and your senses are enhanced. It’s at these times that you feel alive and you are most dangerous to your enemies.

You gain resilience through unleashing the beast inside you. You have spent extensive time alone in the wild, where beasts were your only companions. You have studied them, watched the way they move and fight. Like them, when you become injured, you’re even deadlier. You gain speed, strength, and ferocity. Your opponents would do well to eliminate you quickly; otherwise, they’ll find that you’re at your best when you’re in the last throes of life.

Bloodfury Hunter Path Features

Shifter’s Action (11th level): When you spend an action point to take an extra action, your attacks deal extra damage equal to your Wisdom modifier until the end of your turn. If you’re bloodied, you also gain temporary hit points equal to 10 + your Wisdom modifier.
Dynamic Transformation (11th level): Whenever you use your longtooth shifting or razorclaw shifting racial power, you can shift 2 squares.
Bestial Accuracy (16th level): While you’re under the effect of your longtooth shifting or razorclaw shifting racial power, you gain a +2 bonus to attack rolls against your quarry.

Bloodfury Hunter Exploits

ENCBlood for BloodBloodfury Hunter Attack 11 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
Your animalistic instincts surge, helping you push your body beyond its normal physical limits to deliver a deadly blow.
Atk Strength (melee) or Dexterity (ranged) vs. AC · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg. If you are a longtooth shifter, you also knock tgt prone. If you are a razorclaw shifter, you can shift 2 sq after the attack.
Eff You can take 5 dmg to deal dmg equal to 5 + Wis to tgt.
ENCUnleash the BeastBloodfury Hunter Utility 12 · MP2Minor PersMartial
As your injuries grow worse, you succumb to the fury in your soul and wake the animal inside.
Req You must be bloodied.
Eff Until you are no longer bloodied, you grant CA and gain a pwr bonus to dmg rolls = Wis.
DLYBloodfury RampageBloodfury Hunter Attack 20 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One or two creatures.
The smell of your own blood sends you into a bloodlust as you unleash your animalistic fury upon your enemies.
Req You must be under the effect of your /ongtooth shifting or razorclaw shifting racial power. · Atk Strength (melee) or Dexterity (ranged) vs. AC. If you are bloodied, the attack targets the lowest of tgt’s AC, Fortitude, or Reflex. · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg.
Miss Half dmg.

Darkstrider

“Long, lightless miles lie before us. Follow me, and you might live to see the sun again.”

Prerequisite: Ranger, trained in Dungeoneering

Beneath the world of daylight lies a vast realm of eternal night—the caverns, tunnels, and vaults of the Underdark. This wilderness of stone is home to dangerous monsters and rapacious civilizations that plague the world, and it’s here you’re at home. You have explored the lightless passages and wandered the uncounted miles of labyrinthine caves. The bizarre ecology of this subterranean world is as familiar to you as the flora and fauna of a surface forest; you know how to survive where other heroes would find a cruel, swift death.

As a darkstrider, you are part explorer, part guide, and part hunter. You have made it your task to discover the secret paths and hidden strongholds of the Underdark, mastering the unique dangers of this horrible realm and learning the ways of the creatures and peoples who call it home. You could serve as a spy, keeping watch on the plots of the drow or the mind flayers. You might be an exterminator, fighting a shadowy war against teeming hordes of troglodytes and grimlocks in foul caverns beneath the mountains. Or you might be a subterranean trailblazer, skilled at finding treasures long hidden from the light. In any case, survival in the Underdark is a game of stealth, sharply honed senses, ambush, and savagery—and you understand its rules perfectly.

Darkstrider Path Features

Dark Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to all defenses until the end of your next turn.
Darkstrider Edge (11th level): At the beginning of an encounter, you have combat advantage against any creatures that have not acted yet during the encounter. In addition, your weapon attacks against those creatures or creatures from which you are hidden deal extra damage equal to 3 + your Wisdom modifier.
Blindsense (16th level): You have blindsight out to a distance of 2 squares + your Wisdom modifier, meaning you can clearly see creatures or objects within the range and within line of effect, even if they are invisible or obscured.

Darkstrider Exploits

ENCDarkstrider AmbushDarkstrider Attack 11 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature granting CA to you
You exploit your advantage with a single well-aimed strike that momentarily disorients your enemy.
Atk Strength (melee) or Dexterity (ranged) vs. AC · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifler dmg, and tgt is dazed until EONT.
ENCCloaked in ShadowDarkstrider Utility 12 · MP2Minor PersMartial
You vanish into the shadowy clefts of the natural rock and stone around you.
Req You must be adjacent to a wall or other large stone feature, such as a column, a boulder, or a stalagmite.
Eff You are hidden to any enemies that aren’t adjacent to you. You remain hidden until you move or attack.
DLYDeath in the DarkDarkstrider Attack 20 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One or two creatures
With uncanny precision, you lash out at your enemy’s head, seeking to blind the foe.
Atk Strength (melee) or Dexterity (ranged) vs. AC. The attack ignores concealment but not total concealment. · Hit 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg, and tgt is blinded and takes ongoing 5 dmg (save ends both).
Miss 3[W] + Strength (melee) or Dexterity (ranged) modifier dmg.

Feral Spirit

“He doesn’t like you. I don’t like you either. Watch yourself—we both bite.”

Prerequisites: Ranger, Beast Mastery class feature

To most mortals, an animal is a pet or a tool, a companion or a means to an end. Such creatures provide food, labor, protection, and even company. Only in rare cases does the relationship between master and beast transcend these mundane trappings. Every beastmaster is an exception to this generality, learning to become one formidable unit with an animal that is at once a friend, a guardian, and a weapon. Beastmasters know that, after the bond is formed, the capabilities and fate of master and beast are linked. Beastmasters among many races have nurtured the mystical connection between master and pet. They cultivated communication that transcends speech and approaches telepathy. As such a beastmaster grew in power, the magic of the world infused the relationship. It bound the animal and mortal closer together, driven to do so by the devotion, ritual connection, and common cause the two shared. Contact among peoples spread this technique, which some claim originated with elves. Elf or not, you’ve managed to foster such a transcendent relationship with your beast companion. Although each of you is fiercely independent and deadly, you share emotions and thoughts. Each knows when the other is in need. You work in unison to fell your foes, and even your allies swear you act to support each other more quickly than any communication could possibly allow. In time, you might grow so close as to seem like one incredible being sharing two bodies (see the Beastlord epic destiny, page 151).

Feral Spirit Path Features

Fearsome Partnership (11th level): While you are within 10 squares of your beast companion, it gains a +2 bonus to damage rolls.
Feral Action (11th level): When you spend an action point to take an extra action, your beast companion also gains a +4 bonus to attack rolls until the start of your next turn.
Spirit Link (16th level): When your beast companion uses second wind, you can choose to spend one of your own healing surges rather than one of the beast’s healing surges.

Feral Spirit Exploits

ENCFeral DiversionFeral Spirit Attack 11 · MPStd Melee beast 1Beast, MartialTgt One creature adjacent to you
Your companion draws a foe’s attention, allowing you to slip safely away.
Eff Before the attack, your beast companion can shift 3 sq. · Atk Beast’s attack bonus vs. AC · Hit 2[B] + Str + Dex dmg, and you can shift 3 sq away from tgt as a free action.
ENCSwiftness of SpiritFeral Spirit Utility 12 · MPMinor Close burst 5Beast, MartialTgt Your beast companion in burst
At your signal, your beast companion is poised for action.
Eff Tgt takes a move action or gains a +2 bonus to its next attack roll during this encounter.
DLYTwin-Soul StrikeFeral Spirit Attack 20 · MPStd Melee wpn (beast 1)Beast, Martial, Weapon
Whether attacking together or apart, you coordinate your strike with the attack of your beast companion to maximize devastation.
1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg. · Miss Half dmg.
Eff Your beast companion gains CA against the primary target for the next attack the beast makes against it before EONT. Then the beast makes a secondary attack.
2° Tgt The primary target or another creature · 2° Atk Beast’s attack bonus vs. AC · Hit 2[B] + Str + Dex dmg.
Eff If the secondary target is different from the primary target, you gain CA against the secondary target for the next attack you make against it before EONT.

Giantslayer

“Don’t like being hit in the shins? Then bring your face down here!”

Prerequisite: Fighter or ranger

When the deities first called upon their mortal followers to take up arms against the primordials, the first giantslayers were among the heroes who joined the angelic legions. Not all who fought giants were deemed slayers, but a tough corps of warriors faced giants successfully time and again, thus earning the moniker their descendants use with pride to this day. They developed a battle style that proved effective against creatures larger than human size, as numerous monstrous beings are. The giantslayer is, then, an intrepid warrior prepared to face enormous foes. Although plenty of other martial paths have more mundane applications, only the gutsy and the venturesome bother to train as giantslayers. Skill in a broad range of weaponry makes taking out big foes easier. Ranged attacks can hit the eyes or other hard-to-reach areas; melee weapons can be used to take out the legs, cutting a gigantic creature down to manageable size. Such a warrior is ever resourceful. A giantslayer must also acknowledge that gruesome death is a possible end to his or her vocation. This fact, combined with the sheer audacity required for the job, means that most giantslayers are larger-than-life figures. Those who claim the title of giantslayer have a reputation for fighting hard and playing hard. Those who share the calling respect each other. Legitimate slayers police the ranks for charlatans, following up on rumors of fake giantslayers. When it comes to being a giantslayer, you are the genuine article. Maybe you learned the trade from a mentor. Although some military organizations incorporate such techniques, no formalized tradition of giant slaying exists. The lessons learned on your past adventures might have been all the instruction you need. Fast, tough, and courageous, you know what it takes to cut down big opponents—even if that means going for a ride on one.

Giantslayer Path Features

Giant-Slaying Action (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls and AC until the start of your next turn. Against Large or larger enemies, the bonus to AC is +4.
Through the Fingers (11th level): If a creature grabs you, you can make a melee basic attack against it as an opportunity action. If this attack hits, you can make an escape attempt as a free action, with a bonus to the Acrobatics or the Athletics check equal to the damage dealt by the basic attack.
Small Target (16th level): You gain a +4 bonus to AC against opportunity attacks from Large or larger enemies and a +2 bonus to AC against opportunity attacks from Medium and smaller enemies.

Giantslayer Exploits

ENCLittle BaitGiantslayer Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your vexing attack enrages your enemy, causing him to forget all targets other than you for a critical moment.
Atk Str vs Reflex (melee) or Dex vs Reflex (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged), and tgt is dazed and takes a -5 penalty to attack rolls against your allies until EONT. If tgt is Large or larger, it also takes a -2 penalty to AC until EONT.
DLYRide the Giant DownGiantslayer Utility 12 · MPMove Melee 1MartialTgt One Large or larger creature
You scramble onto the creature’s back, distracting it and gaining a better position to bring it down.
Eff You move into tgt’s space, provoking OAs as normal. Until you leave tgt’s space, tgt grants CA to you and your allies and takes a -2 penalty to attack rolls, and you grant CA to other enemies. Any attack that damages you also deals half the attack’s dmg to tgt. When tgt moves, you move with it, staying in the same portion of tgt’s space. If tgt hits you with a melee attack, it can slide you to a sq adjacent to its space unless you succeed on a saving throw.
Spec If you’re trained in Athletics, you don’t grant CA to other enemies because of being in tgt’s space, and you can make a saving throw to negate any pull, push, or slide that would move you out of tgt’s space.
DLYGiantslayer’s StrikeGiantslayer Attack 20 · MPStd Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
The precision and force of your attack shocks your gigantic foe.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 4[W] + Str dmg (melee) or 4[W] + Dex dmg (ranged), and tgt is dazed (save ends). If tgt is Large or larger, the attack deals 1[W] extra dmg, and instead of being dazed, tgt is stunned (save ends). 6 3

Harrowing Swarm Archer

“My sight is supreme, and my attacks are relentless. You can’t escape from a swarm.”

Prerequisite: Ranger, Harrowing Swarm Student feat

Inspired by the way a wasp swarm engulfs an enemy, you overwhelm opponents with a mass of arrows or bolts. You are a master of the Harrowing Swarm style. You make relentless attacks that panic your foes and deliver seemingly endless waves of pain.

By perfecting the style, you can disrupt your opponents and cause lingering wounds. You have studied the wasp’s streamlined grace and learned how to stay on the move and reduce the damage inflicted by your foes’ attacks. A harrowing swarm archer does not balk at melee. You might pick ranger powers that are reactive or powers that allow you to shift quickly through battle. That way, you can quickly escape any dangerous situations and then strike back against foes that confronted you.

Harrowing swarm archers often train as town or militia archers before taking up the discipline. You might pursue adventure for a variety of reasons. Perhaps you seek treasure or fame, or maybe you want to hunt the most dangerous and feared beasts so that you can test your skill against them. As a harrowing swarm archer, you have made a study of nature, observing the physical defenses of natural creatures. You have applied those lessons to your own technique, so now, wherever you go, you feel confident that your foes will respect your sting.

Harrowing Swarm Archer Path Features

Sniper’s Action (11th level): When you spend an action point to make a ranged attack that hits your quarry, the quarry takes ongoing 5 damage (save ends). The ongoing damage increases to 10 at 21st level.
Tormenting the Prey (11th level): You gain a +2 bonus to attack rolls against any enemy taking ongoing damage.
Glancing Shot (16th level): You can deal your Hunter’s Quarry damage to your quarry even when you miss it with an attack.

Harrowing Swarm Archer Exploits

ENCSavage StingHarrowing Swarm Archer Attack 11 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your shot pierces your foe, creating a [grievous] wound that hampers your enemy.
Atk Dex vs AC · Hit 3[W] + Dex dmg, and ongoing 5 dmg (save ends).
Level 21 Ongoing 10 dmg (save ends).
ENCWasp’s EvasionHarrowing Swarm Archer Utility 12 · MP2Imm Intr PersMartial
You duck and weave as if riding an air current, avoiding the full force of your enemies’ blows.
Trig An enemy hits you with a melee or a ranged attack · Eff You take half dmg from melee and ranged at tacks until EONT.
DLYDeadly SwarmHarrowing Swarm Archer Attack 20 · MP2Std Ranged wpnMartial, WeaponTgt One, two, three, or four creatures
Your shots overwhelm your foes, making them susceptible to other adverse effects.
Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt takes a -2 penalty to saving throws until the emd of your next turn.
Miss Half dmg.

Hellborn Shadow

[Quote, prerequisite, and introduction not present in the source.]

Hellborn Shadow Path Features

Hunter’s Feast (11th level): Whenever you reduce your quarry to 0 hit points, you gain temporary hit points equal to 1 + your Constitution modifier.
Immolation Action (11th level): You can spend an action point to deal fire damage to your quarry equal to your Hunter’s Quarry damage, instead of taking an extra action.
Hellfire Caress (16th level): Whenever you hit your quarry with a melee or a ranged attack, the target loses fire resistance and immunity until the end of your next turn.

Hellborn Shadow Exploits

ENCShadowbite StrikeHellborn Shadow Attack 11 · MPStd Melee wpnMartial, WeaponTgt One or two creatures
Just before you loose your attack, you whisper a word of power to make your enemy more vulnerable to your attacks and to cover yourself in a thin veil of darkness.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon and off-hand weapon), two attacks · Hit 1[W] + Str + Cha dmg per attack, and tgt gains vulnerable 5 to your attacks until EONT.
Eff You gain concealment until SONT.
ENCWings of DevilryHellborn Shadow Utility 12 · MPMove PersMartial
You surge aloft on tattered, leathery wings. When you land, they dissolve into foul-smelling smoke.
Eff You fly a number of sq equal to your speed and must land at the end of this movement. You then gain concealment until EONT.
DLYBalefire ScourgeHellborn Shadow Attack 20 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
With a word of power, infernal flames erupt all over your weapons, lending fire and speed to your attacks.
Req You must be wielding two melee weapons. · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes ongoing 10 fire dmg and loses any fire resistance or immunity (save ends both).
Eff You gain concealment until EONT.
Miss Half dmg.

Horizon Walker

“In time, these eyes will see all realms.”

Prerequisite: Ranger

The world is vast, with few mapped places. It begs exploration, instilling wanderlust in brave hearts. Roving it is a test of skill and stamina, an ordeal that rewards the intrepid with amazing sights, exciting encounters, and more. Still, the world is only one place in the broader cosmos. Other planes also beckon to the curious wanderer. The trials and experiences they offer can defy the worldly imagination and force adaptation beyond mortal ken. Horizon walker is the traditional name for a ceaseless roamer who seeks the unexplored regions of the universe. The appellation applies to members of a loose confederation of warriors who recognize one another as comrades on life’s wondrous journey. Such travelers go from place to place, from plane to plane, developing their skills and a mystic connection with the environment. They return changed by their contact with other realms, and with knowledge to better protect the world most mortals know. Like most horizon walkers, you have traveled the world. You learned about it and protect its inhabitants from otherworldly threats. Then you fearlessly set out into the wider universe, using your skills and the magical nature of your tie to the world to develop similar bonds with the far reaches of creation. To this day, you’re incapable of staying in one place long. Unseen locales summon you with their mystery. Your destiny whispers to you from an unknown vista. Each step you take moves you closer to it.

Horizon Walker Path Features

Wanderer’s Action (11th level): When you spend an action point to take a move action, you gain an action point after taking that action.
Shadowfell Sight (11th level): You gain darkvision. If you are in the Shadowfell, you also gain a +5 bonus to Perception checks.
Astral Infusion (16th level): You gain a bonus to death saving throws and to your healing surge value equal to your Wisdom modifier. If you are on the Astral Sea or in any divine dominion there, you can’t die as a result of failing three death saving throws, although damage can still kill you.

Horizon Walker Exploits

ENCWorldly StrikeHorizon Walker Attack 11 · MPStd Melee or Ranged wpnArcane, Weapon
You put the arcane energy of the earth into your strike, strengthening your blow against otherworldly creatures.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). If tgt has an origin other than natural, the attack deals extra dmg = Wis, and tgt is dazed until SONT.
ENCFey StriderHorizon Walker Utility 12 · MPMove PersArcane, Teleportation
The piece of the Feywild you carry in your heart allows you to transcend space for a moment.
Eff You can teleport a number of sq equal to 3 + Wis. If you’re in the Feywild, you can teleport an additional 3 sq.
Spec If you have a beast companion and it is adjacent to you, it can teleport with you when you use this power.
DLYElemental Chaos SmiteHorizon Walker Attack 20 · MPStd Melee or Ranged wpnArcane, Weapon; Acid, Cold, Fire, Radiant, or ThunderTgt One creature
Elemental energy swirls within you, and you unleash it as you strike an enemy.
Atk Str vs AC (melee) or Dex vs AC (ranged) · Hit 3[W] + Str dmg (melee) or 3[W] + Dex dmg (ranged). The dmg type is your choice of acid, cold, fire, radiant, or thunder, and tgt takes ongoing 10 dmg of that dmg type (save ends). If you’re in the Elemental Chaos, tgt instead takes ongoing 20 dmg of that dmg type (save ends).
Miss Half dmg, and no ongoing dmg.

Huntmaster

“Look—blood on the leaves. We wounded the wyvern. It’s gone to ground somewhere close by; now we finish it.”

Prerequisite: Ranger, Hunting Spear Student feat

You are a renowned beast-slayer, honored for your skill at tracking down and killing ferocious monsters. No one is a better tracker than you are, and your finely honed senses make it difficult for your enemies to surprise you.

The spear is your weapon of choice, because it’s suited to the hunter’s work. Archery has its place, but too often you face your foe in dense thickets or cramped lairs, where the bow is a poor choice. If you find a few yards of clear terrain for a clean toss, you can throw the spear with deadly effect. If not, it’s a simple, quick, and handy weapon that can deal lethal blows from just outside the range of claw or fang.

Although you’re good at killing, you have no taste for wanton slaughter—for you, the greatest challenge lies in pitting your skill and strength against wicked or bloodthirsty beasts, creatures that lesser hunters fear to seek out. Dire boars and cave bears are more to your taste than common woodland creatures, and fantastic beasts such as griffons and wyverns offer an even more stirring challenge.

Huntmaster Path Features

Huntmaster’s Action (11th level): When you spend an action point to take an extra action, your attacks against your quarry deal extra damage equal to one-half your level until the end of your turn.
Intrepid Hunter (11th level): When you designate your quarry, you can mark the creature until it is no longer your quarry. You gain a +2 bonus to attack rolls against a quarry marked by you, and you gain a +5 bonus to Perception checks to perceive or track it.
Wary Hunter (16th level): You are never surprised.

Huntmaster Exploits

ENCCrimson Spear StrikeHuntmaster Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature
You lunge toward your enemy and draw first blood, bringing your foe to a dead stop for a moment.
Req You must be wielding a spear. · Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is immobilized until EONT.
ENCBrace for the ChargeHuntmaster Utility 12 · MP2Minor PersMartial
You lower the point of your spear and keep it between you and your foes, making any who would charge you pay a hefty price.
Eff Until EONT, you can make a MBA with a spear as an immediate reaction against any enemy that moves adjacent to you during its turn. If you hit with that attack, you score a critical hit.
DLYTransfixing SpearHuntmaster Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature designated as your quarry
Your spear skewers your quarry, pinning it in place.
Req You must be wielding a spear. · Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is immobilized until EONT. During your next turn, you can use this power against tgt again.
Miss Half dmg.

Lone Wolf

“One by one they fall, until nothing is left standing.”

Prerequisite: Ranger, Hunter’s Quarry class feature

Through subtle manipulation and quick feints, you excel at isolating an opponent from a group. You use tactics like those of a wolf, focusing on your foe and drawing it away from any assistance. For you, combat is an art form. You choose your target with the same care that a sculptor chooses a block of marble.

You relish the point in battle when the plans of your enemies fall apart. In one-on-one combat, you fight on your terms. You are the razor that cuts out the heart of a group, leaving the rest of your foes in disrepair. You’re a master at choosing the terrain you fight in and the opponent you fight against.

Even though you prefer to act on your own, you rely on your friends to confound enemies and split their focus. This strategy gives you the opportunity to move in and employ your skills. While the others in your group are busy engaging foes and helping each other out of danger, you’re busy taking down the choicest foe.

Lone Wolf Path Features

Overwhelming Action (11th level): When you spend an action point to make an attack that hits the target of your Hunter’s Quarry, the quarry is weakened until the end of your next turn.
Focused Hunter (11th level): While you are adjacent to the target of your Hunter’s Quarry and no other creature is adjacent to you, you gain a +2 bonus to attack rolls against it.
Vanquishing Chase (16th level): Whenever you hit the target of your Hunter’s Quarry, you can push it 1 square and shift 1 square to a square adjacent to it.

Lone Wolf Exploits

ENCSingle Combat AssaultLone Wolf Attack 11 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You challenge your foe to combat, riveting its attention on you.
Atk Str vs AC · Hit 2[W] + Str dmg, tgt is dazed until EONT, and if tgt is within 5 sq of you, you pull it adjacent to you.
AWEscape the TrapLone Wolf Utility 12 · MP2Minor PersMartial
You outmaneuver your foes, slipping past their defenses.
Req You must be adjacent to two enemies.
Eff You shift 1 sq.
DLYDisperse the HordeLone Wolf Attack 20 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see
Focusing on your true opponent, you push away the insignificant foes surrounding you and clear a path to your prey.
Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is your quarry, the attack deals 2[W] extra dmg. Otherwise, you push tgt 2 sq and knock it prone.
Miss Half dmg, or 2[W] + Str dmg if tgt is your quarry.

Pack Runner

“To run with the pack is to be one with the pack.”

Prerequisites: Ranger, Beast Mastery class feature, beast companion (wolf)

Humanoids have taken clever beasts as companions since the beginning of time. The most prevalent among such animals are those from the canine family. Like humanoids, canines have a cooperative mentality and an established social order. It’s not surprising that nearly every humanoid race that has the option to do so—from humans to goblins, eladrin to gnolls—keeps hounds or doglike beasts as pets. Myth holds that, just as humanoids have adopted canines, so too have canines adopted humanoids. One such story is the tale of Kurngarl, or Kurn the Hunter. Soon enough after the fall of the tiefling empire that the hatred of that race was still widespread, unnamed human parents bore a tiefling child. The parents left the babe in an enchanted wood to die of exposure. By some twist of destiny—or, certain versions say, by Melora’s fickle mercies—wolves found the infant instead. Yunulf, “the Lady of the Wolves,” added the human child to her litter, naming him Horned Man. Kurngarl developed uncanny skills with nature while living with his wolf family, learning from a variety of other animals as well. Eventually, a dwarf explorer named Fargrim found Kurngarl and took the tiefling child to the ancient dwarven hold of Durigirn. The young tiefling then became a citizen of the dwarven hold and roamed the wilderness surrounding it. Even so, he acknowledged no dwarven name in place of the one his wolf mother had given him. That he translated literally into Dwarven, accepting only the nickname Kurn as an alternative. Kurngarl had many adventures, almost all with his wolf brother Grabor by his side. Kurn and Grabor were renowned as hunters and trackers among the dwarves of Durigirn. They are also mentioned in the legends of other races, enjoying a heroic reputation for battling monsters, especially gnolls and giants. Kurn the Hunter is reputed to have turned the animals of the wilderness against unjust people in civilized areas. As such, he is held as an example by Melora’s followers. Despite differences in your life’s history, like Kurn, you have a preternatural connection with a canine beast. You and your companion function as a deadly unit among the larger pack made up of your other allies. For its part, your companion has taken cues from you, developing a level of competence and guile rivaling that of some humanoids. You have taken the wildness of the wolf into your spirit. Those who observe the two of you together find it hard to tell where the line between humanoid and beast is drawn.

Pack Runner Path Features

Runner’s Action (11th level): When you spend an action point to take an extra action, you can shift half your speed as a free action before or after taking the extra action.
Pack Chase (11th level): If you and your beast companion move at least 2 squares during your turn, you both gain a +1 bonus to attack rolls until the start of your next turn.
Canine’s Cunning (16th level): If you are within 5 squares of your beast companion, you can command it to shift 1 square as a minor action. When you do this, you can also shift 1 square.

Pack Runner Exploits

ENCPack Runner AssaultPack Runner Attack 11 · MPStd Melee wpn (beast 1)Beast, Martial, WeaponTgt One creature
Working in unison, you and your wolf companion tear at an enemy from different angles, dividing the foe’s attention.
Eff Before the primary attack, both you and your beast companion can shift 2 sq. · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and tgt grants CA to your beast companion for the secondary attack.
Eff Your beast companion makes a secondary attack against tgt.
2° Atk Beast’s attack bonus vs. Reflex · Hit 1[B] + beast’s Dex dmg, and tgt is knocked prone.
DLYWolfskinPack Runner Utility 12 · MPMinor PersBeast, Primal
As you take on a canine aspect, your senses grow keener and your footsteps fleeter.
Req You must be within 5 sq of your beast companion.
Eff You gain a +5 pwr bonus to Stealth and Perception checks and a +2 pwr bonus to speed. This effect lasts for 1 hour, until you take a minor action to end it, or until you are knocked unconscious.
DLYNeck-Bite PouncePack Runner Attack 20 · MPStd Melee beast 1Beast, MartialTgt One creature
Your wolf friend springs at your adversary, bowling the foe over and landing a vicious bite on a vital area.
Atk Beast’s attack bonus vs. AC · Hit 3[B] + beast’s Dex dmg, and tgt is knocked prone and takes ongoing 10 dmg (save ends).
Miss No dmg, and tgt is slowed and takes ongoing 10 dmg (save ends both).

Reaving Axe Savant

“The only answer is to fight fire with fire.”

Prerequisite: Ranger, Reaving Axe Student feat

You have grown up on the edge of society, living a life that forced you to perform deeds you want to forget. Combat was not a choice but a means of survival. You might have once been a pirate or a highway brigand. Now, you turn your talents against any that remind you of the monster you used to be. You bring the fight to your foe and don’t discriminate against opponents. An enemy is an enemy, from a simple cutthroat to the vilest warlord.

You don’t consider it your job to protect the weak and innocent; plenty of others accept that role. Your expertise is in understanding the ways of scoundrels and raiders, for their methods were once your own. You don’t follow a lofty code or care how others see you—you fight dirty, and it suits you.

Your fight is with pirates that raid fishing villages, criminal organizations that collect protection money, or invading bands of drow that seek slaves for their Underdark homes. You need no rank and have no desire to be limited by any hierarchy. Interference from government slows down what you need to do. You might not be a traditional hero, but you fight traditional villains.

Reaving Axe Savant Path Features

Raider’s Action (11th level): When you spend an action point to take an extra action, you can make a basic attack as a free action against one creature that is prone, slowed, immobilized, or restrained before or after the extra action.
Unfair Advantage (11th level): Slowed or immobilized creatures grant combat advantage to you, and you gain a +2 bonus to melee attack rolls against prone creatures.
Turn the Tables (16th level): Whenever you save against an effect, your quarry grants combat advantage until the end of your next turn.

Reaving Axe Savant Exploits

ENCRaider’s War CryReaving Axe Savant Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature
You lunge at your foe with a bloodthirsty yell and a vicious attack, slamming your enemy to the ground.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff You knock tgt prone.
Spec When charging, you can use this power in place of a MBA.
DLYDread QuarryReaving Axe Savant Utility 12 · MP2Minor Ranged sightMartialTgt The nearest enemy to you that you can see
You spy a new enemy and swear an oath to bring it down.
Eff Using your Hunter’s Quarry, you designate tgt as your quarry. Until tgt is no longer your quarry, your Hunter’s Quarry deals one extra die of Hunter’s Quarry dmg to tgt.
DLYCheap ShotReaving Axe Savant Attack 20 · MP2Std Melee wpnMartial, WeaponTgt One creature
You strike your foe in a vulnerable area to cause crippling pain.
Atk Str vs AC · Hit 4[W] + Str dmg. If tgt is granting CA to you, it is weakened and dazed (save ends both).
Miss Half dmg. If tgt is granting CA to you, it is dazed until EONT.

Ruthless Punisher

[Quote, prerequisite, and introduction not present in the source.]

Ruthless Punisher Path Features

Ruthless Action (11th level): You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action.
Most Dangerous Prey (11th level): Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier.
Ongoing Punishment (16th level): You gain a bonus to the ongoing damage you deal equal to your Wisdom modifier. You also gain combat advantage against humanoid enemies that are taking ongoing damage.

Ruthless Punisher Exploits

ENCCrippling ShotRuthless Punisher Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
A blow to the vitals causes your victim to stagger and whimper in pain.
Atk Str vs Reflex (melee) or Dex vs Reflex (ranged) · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged), and tgt is slowed until EONT. If tgt is a humanoid, it is also weakened until EONT.
DLYNamed DreadRuthless Punisher Utility 12 · MPMinor Close burst 10Fear, MartialTgt Each humanoid enemy in burst that can hear you
Your name is terror among your humanoid foes.
Eff You speak your name, and the targets take a -2 penalty to attack rolls against you until the end of the encounter. If you’re trained in Intimidate, you also gain CA against the targets until EONT.
DLYBleed AwayRuthless Punisher Attack 20 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
If your adversary fails to give ground under your assault, your wounding blows feed the earth with blood.
Atk Str vs Reflex (melee) or Dex vs Reflex (ranged), three attacks · Hit 1[W] + Str dmg (melee) or 1[W] + Dex dmg (ranged) per attack. You slide tgt 2 sq and can shift 2 sq after each hit.
Eff Tgt can negate each slide as a free action, but it then takes ongoing 10 dmg per sq of forced movement negated.
Miss No dmg, and you slide tgt 1 sq and can shift 1 sq after each miss.

Sharpshooter

“The faster they come, the sooner I shoot ’em down.”

Prerequisite: Ranger

Mastery of a chosen armament is a long-standing tradition among many peoples. Legends are full of examples: the fighter who is one with his sword or the assassin who can’t miss with knives. Fables also tell of those who have consummate proficiency with the bow or the crossbow. Some warriors acquire skill with the bow to avoid close combat. Others do so because ability and purpose lead them that way. Archers work for all sorts of causes, military to mercenary, noble to malevolent. One example is the battlefield archer (Player’s Handbook), a tactical shooter that works well in the chaos of small-unit combat. Unlike other archers, the sharpshooter’s purpose is to become legendary for accuracy and skill, as well as for the number and sorts of foes defeated. Quick shooting, accuracy, and deadliness are the sharpshooter’s trademarks, along with the ability to use a bow or a crossbow in ways that few others can. Some who would become the ultimate sharpshooter look for other archers to challenge in contests of skill or even in duels to the death. You have honed your bow or crossbow skills with a desire to become the best of the best. You fire faster than most folk would think possible. When enemies try to move in close and shut you down, you shoot on without compromising defense. Those who watch you work could swear your arrows are alive. One day, you’ll be targeting that one enemy whose defeat will make you a legend.

Sharpshooter Path Features

Rapid-Fire Action (11th level): When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.
Opportunity Fire (11th level): You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don’t provoke opportunity attacks.
Seeking Arrow (16th level): You don’t take the normal penalty to attack rolls for concealment or cover when making a ranged attack against a creature designated as your quarry. You still take the penalty for total concealment or superior cover.

Sharpshooter Exploits

ENCStab and ShootSharpshooter Attack 11 · MPStd Melee 1Martial, Weapon
You drive your arrow into an adjacent enemy, pull it out, load it, and fire it at another foe.
Req You must be wielding a bow or a crossbow. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is dazed until the end of your turn. Make a secondary attack.
2° Tgt One creature other than the primary target in weapon range · 2° Atk Dex vs AC · Hit 2[W] + Dex dmg.
ENCPerfect AimSharpshooter Utility 12 · MPMinor PersMartial, Weapon
You take the time to line up a deadly shot.
Req You must be wielding a ranged weapon.
Eff Until EONT, your next ranged attack gains a pwr bonus to the attack and dmg rolls = Wis. If you move or take dmg before making a ranged attack, the bonus is lost.
DLYEscalating BarrageSharpshooter Attack 20 · MPStd Ranged wpnMartial, Weapon
With increasing accuracy and deadliness, you send your shots at multiple foes.
1° Tgt One creature · 1° Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff Make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Dex + 2 vs AC · Hit 3[W] + Dex dmg.
Eff Make a tertiary attack.
3° Tgt One creature other than the primary and secondary targets
3° Atk Dex + 4 vs AC · Hit 4[W] + Dex dmg. 6

Shinaelestran Guardian

“No evil shall pass my domain unscathed.”

Prerequisite: Ranger

In the depths of the Howling Forest lies a realm of wonder and magic—the eladrin city of Shinaelestra, the legendary City of Rangers. Each night Shinaelestra shifts silently across the veil separating the Feywild from the mortal world. It appears in the forest depths for a few hours before fading back to the Feywild at sunrise. The feral monsters and savage humanoids haunting the Howling Forest have learned to give the eladrin city a wide berth, for each night the guardians of Shinaelestra range far over the twisted paths and shadowed dells in search of evil’s servants.

You have dwelt among Shinaelestra’s vine-covered ruins and tree-shaded manses, learning from the great ranger lords who govern the city. You might have visited the city between adventures, or perhaps you lived and studied there long ago and have now reached a sufficient level of achievement to call yourself a Shinaelestran guardian. You are welcome to return to Shinaelestra any time you wish to take up service with Lord [CaFenon], the ruler of the city. However, the skills you learned in the City of Rangers are in great demand throughout the world, and you can honor your old mentors by battling monsters and savagery wherever they threaten people of good heart.

Shinaelestran Guardian Path Features

Guardian Action (11th level): When you spend an action point to take an extra action, you can shift a number of squares equal to your Wisdom modifier as a free action before or after the extra action. In addition, you gain a +2 bonus to attack rolls until the end of your turn.
Guardian Defense (11th level): Whenever you gain a bonus to attack rolls from one of your ranger class features, you gain a +2 bonus to AC until the end of your next turn.
Guardian Vigilance (16th level): You gain a +2 bonus to Perception. In addition, you can designate your quarry as a free action on your turn during a surprise round.

Shinaelestran Guardian Exploits

ENCEager PursuitShinaelestran Guardian Attack 11 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your attack signals that you are the hunter and your enemy is the prey. If your foe flees, you won’t be far behind.
Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Until EONT, you gain a +2 bonus to attack rolls against tgt. The first time tgt moves during its next turn, you can shift a number of sq = Wis as an immediate reaction. You must end the shift closer to tgt than you were when you began the shift.
ENCInvisible StrideShinaelestran Guardian Utility 12 · MP2Move PersArcane, Illusion, Teleportation
You call upon the power of the eladrin to transport yourself a short distance, vanishing from view as you do so.
Eff You teleport 5 sq and become invisible until SONT or until you attack.
DLYMoon WrathShinaelestran Guardian Attack 20 · MP2Std Ranged wpnArcaneTgt One or two creatures
You call out powerful arcane words that wreathe your weapon in pale fire.
Atk Dex vs Reflex · Hit 3[W] + Dex radiant dmg, and tgt is blinded (save ends).
After Tgt can’t teleport (save ends). · Miss Half dmg, and tgt takes a -2 penalty to attack rolls and can’t teleport (save ends both).

Snow Tiger

“Death comes for you with two steel fangs. The Snow Tigers are upon you!”

Prerequisite: Ranger

You have studied the ways of the Snow Tiger barbarians of the cold forests. You might count Snow Tigers among your relatives, having won their respect during your travels in their lands or as a youth fostered by the tribe. Or perhaps you befriended a Snow Tiger wanderer who taught you the woodcraft skills and fighting style of these fierce folk. You might be an enemy of the barbarians who has learned to mimic the wild fighting style of the Snow Tigers. Regardless of how you came to learn the way of the Snow Tigers, your knowledge makes you a warrior of unusual ferocity.

Like your barbarian fellows, you see little reason to use any weapon larger than a dagger. In your view, heavy armor and weapons are crutches; the true test of a warrior lies in strength and savagery. If you can’t best your foe with a dagger, why should you fare any better with a bigger piece of steel? The predators of the northern lands—bear, tiger, wolf, and griffon—have nothing more than their own fangs and claws, and few humans can match those creatures’ power and lethality.

Master of tundra and taiga, glacier and permafrost, you might be a bloody-handed reaver or a noble monster-slayer. Whichever path you choose to walk, you do so fearlessly, for you have the hard-won respect of the Snow Tiger warriors.

Snow Tiger Path Features

Claw Fighter (11th level): You gain a +2 bonus to damage rolls with weapon attacks that use a dagger, a katar, or a kukri. This bonus increases to +4 at 21st level.
Snow Tiger Action (11th level): When you spend an action point to take an extra action, you can make a melee basic attack as a free action before or after the extra action.
Tundra Strider (16th level): You gain resist 10 cold and ignore difficult terrain consisting of snow, ice, or tundra. You increase the number of healing surges you have by two.

Snow Tiger Exploits

ENCTiger JumpSnow Tiger Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature
You hurl yourself at your enemy with knives raised, dragging your foe to the ground before falling upon it with a deadly strike.
Req You must be wielding two light blades. · 1° Atk Str vs Fortitude (main weapon) · Hit 2[W] + Str dmg, and you knock tgt prone. You can fall prone and make a secondary attack against tgt.
2° Atk Str vs AC (off-hand weapon) · Hit 2[W] + Str dmg, and tgt is dazed until EONT.
Spec When charging, you can use this power in place of a MBA.
ENCIron ResolveSnow Tiger Utility 12 · MP2Imm React PersHealing, Martial
Your enemy’s blow fuels your resolve.
Trig An enemy hits you · Eff You can either spend a healing surge to regain HP, or you can spend a healing surge but not regain any HP and make a saving throw with a +2 bonus.
DLYSlashing FrenzySnow Tiger Attack 20 · MP2Std Close burst 2Fear, Martial, WeaponTgt Each enemy in burst you can see
You dive into the middle of your foes, slashing wildly with your blades. The sheer speed and ferocity of your attack terrifies enemies that survive it.
Req You must be wielding two light blades. · Atk Str vs AC · Hit 3[W] + Str dmg.
Eff Until EONT, each target you hit takes a penalty to attack rolls equal to the number of targets you hit with this power.
Miss Half dmg.

Sylvan Archer

“Drawing the bowstring is a spiritual oath. The flight of the arrow is its fulfillment.”

Prerequisites: Elf, ranger

Like their eladrin cousins, elves have the time and the will to give everything they do a complex expression. To them, something worth doing at all is worth doing better than well—it’s worth total dedication of body, mind, and soul. Any task merits mastering to the extent that the very process of doing it, even in training, is beautiful. Further, to the fey mind, combining seemingly disparate arts and joys into one form creates something more beautiful in the end. This is as true of archery as it is of any other activity. Ages ago, after they entered the world and became separated from the eladrin, elves found it necessary to survive in the hostile wilds. Grace and awareness became their strengths. The bow became their chosen weapon for hunting and stealthy warfare. The magic flowing in the fey soul has enabled more than one elf to forge a spiritual tie with the bow. Such archers are practiced at engaging targets in dense forests and areas fraught with cover. The sound of an enemy bowstring being drawn or the hint of movement in the undergrowth is enough to draw a reactive shot faster than any intended attack can come. A master of elven archery easily deals with multiple foes, and in time develops the uncanny ability to make arrows literally track their targets. Elven arrows can be said literally to have an enemy’s name on them. You carry on this glorious tradition. Stalking in untamed and dangerous places armed with only quiver and bow, you have become an exemplar of elven marksmanship. Your finely honed senses are second to none, and your aim is ever true. Among the most formidable of hunters, you have a shooting expertise that transcends the mundane skill of other archers. Your spirit reaches out to inform you of the unseen. If your skill and your amazing deeds carry you farther, elves who come to the way of the bow after you will hold you as the example that guides them.

Sylvan Archer Path Features

Archer’s Action (11th level): When you spend an action point to take an extra action, your ranged attack rolls take no penalties for cover, superior cover, concealment, or total concealment until the end of your next turn.
Sylvan Senses (11th level): You gain a +2 bonus to Perception checks.
Intuitive Hunter (16th level): When making ranged attacks, you add your Wisdom modifier to the extra damage dealt by your Hunter’s Quarry class feature.

Sylvan Archer Exploits

ENCShaft SplitterSylvan Archer Attack 11 · MPImm Intr Ranged wpnMartial, WeaponTgt The triggering enemy
As your foe launches his attack, you loose a shot right down his sights.
Atk Dex vs Reflex · Hit 2[W] + Dex dmg, and tgt takes a -5 penalty to the triggering attack roll.
Trig An enemy hits you or an ally within 5 sq of you with a ranged attack
ENCElf-Eyed ArcherySylvan Archer Utility 12 · MPMinor Ranged sightMartialTgt One creature
You can easily divide your attention between chosen targets.
Eff You designate tgt as your quarry, even if it isn’t the closest enemy to you. Tgt doesn’t count against your normal limit of one quarry at a time, although you can still deal your Hunter’s Quarry dmg only once per round.
Spec Using this power doesn’t provoke OAs.
DLYNamed ArrowSylvan Archer Attack 20 · MPStd Ranged wpnMartial, WeaponTgt One creature
Whispering your foe’s name in Elven, you loose your arrow and watch it streak unerringly across the battlefield.
Eff If you speak tgt’s name when you use this power, you designate tgt as your quarry and take no penalties to the attack roll for cover, superior cover, concealment, or total concealment. · Atk Dex vs Will · Hit 4[W] + Dex dmg, and tgt is dazed (save ends). If you spoke tgt’s name, instead of being dazed, tgt is stunned (save ends). · Miss Half dmg, and tgt is dazed until the end of its next turn. If you spoke tgt’s name, instead of being dazed, tgt is stunned until the end of its next turn.

Wildcat Stalker

“This cat is subtle and fierce, just like its master.”

Prerequisites: Ranger, Beast Mastery class feature, beast companion (cat)

Independence, courage, and quickness of mind and body—the cat symbolizes all of these traits. It prefers to watch the world carefully from a good vantage before acting decisively. Normally calm and fastidiously clean, a feline loves to play but fights fearlessly when it must. It is a stealthy hunter that specializes in ambushes and deadly rushes, finishing its prey as quickly as possible. When surrounded by friends, the cat is industrious and protective, sharing what it has. You see yourself in the cat, or a little of the cat in yourself. You too are a careful and swift hunter, with catlike grace and bravery. Surprise and swift attacks are your specialty, and few compare to you in your self-sufficiency. Maybe that’s why you chose a wild cat as a companion (or perhaps it was the cat that picked you). You have developed your feline qualities, growing in awareness, slyness, and sneakiness. Your beast companion has become a strong warrior at your side, using its predatory skills to bring down your common adversaries as if they were game. As word of your deeds spreads, your cat’s fame grows with yours. It has become an emblem that identifies you among those you meet, affect, and oppose. When your story is done, your cat will stand beside you in mythic chronicles, as if you and it were one.

Wildcat Stalker Path Features

Neck Seeker (11th level): You and your beast companion gain a +1 bonus to attack rolls and damage rolls against any bloodied enemy designated as your quarry.
Prowling Action (11th level): When you spend an action point to take an extra action, you also gain concealment until the end of your next turn.
Cat’s Quarry (16th level): When you or your beast companion reduces an enemy to 0 hit points (whether or not that enemy is your quarry), you can designate a new quarry as a free action instead of as a minor action.

Wildcat Stalker Exploits

ENCCat-Eyed StrikeWildcat Stalker Attack 11 · MPStd Melee or Ranged wpn (beast 1)Beast, Martial, WeaponTgt One creature
Your sharp senses allow you to aim for a gap in your foe’s defenses.
Atk Str vs Reflex (melee) or Dex vs Reflex (ranged) · Hit 2[W] + Str dmg (melee) or 2[W] + Dex dmg (ranged). If you have CA against tgt, the attack deals extra dmg = Wis.
ENCLurk UnseenWildcat Stalker Utility 12 · MPStd Close burst 1MartialTgt You and your beast companion in burst
You and your cat move like mist in the grass.
Req You and your beast companion must have concealment.
Eff Each target has total concealment until EONT or until tgt attacks.
DLYPanther PounceWildcat Stalker Attack 20 · MPStd Melee beast 1Beast, Martial, WeaponTgt One creature designated as your quarry
At your signal, your cat launches at your enemy, tearing with tooth and claw.
Atk Beast’s attack bonus vs. AC · Hit 2[B] + beast’s Dex dmg. If your beast companion was hidden from tgt at the start of your turn, the attack deals 3[B] extra dmg.
Eff Before and after the attack, your beast companion can shift its speed, ignoring difficult terrain.
Miss Half dmg.

Ranger (PHB + Martial Power 1 & 2) —