One arrow presages another
At-Will
Martial, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and choose 1 square in or adjacent to the primary target’s space. If a creature moves into that square before the start of your next turn, you can make a secondary attack against the new target as an immediate action.
Level 21: 2[W] + Dexterity modifier damage.
Trigger: A creature moves into the designated square.
Secondary Target: The triggering creature
Secondary Attack: Dexterity vs. AC
Hit: 1[W] damage:
Level 21: 1[W] + Dexterity modifier damage.
Using the distraction your attack provides, your beast companion finds a better position.
At-Will
Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: Before or after the attack, your beast companion can shift 1 square.
Your enemy focuses its attention on you, allowing your beast to attack.
At-Will
Beast, Martial
Standard Action Melee beast 1
Target: One creature adjacent to you
Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier + your Wisdom modifier damage.
Increase damage to 2[B] + beast’s Strength modifier + your Wisdom modifier at 21st level.
You launch an attack against your foe and then back away for safety.
At-Will
Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.
Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
You rush forward, trusting instinct to guide your attack.
At-Wil
l Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Wisdom modifier damage.
Level 21: 2[W] + Strength modifier + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
You fling a weapon at one foe and then charge another enemy.
At-Wi
ll Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding both a thrown weapon and a melee weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon)
Hit: 1[W] damage.
Level 21: 2[W] damage.
Effect: You move up to your speed and make a melee basic attack against a creature other than the target.
You use a nearby ally to gain advantage with your attack.
At-W
ill Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC. If two or more allies are adjacent to the target, you gain combat advantage against the target with the attack.
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
You defend with one weapon while striking with the other.
At-
Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At
-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged).
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged).
Increase damage to 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) at 21st level.
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
A
t-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
If the first attack doesn't kill it, the second one might.
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Your beast companion circles your quarry, gaining a better position just before you strike.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature designated as your quarry
Effect: Before the attack, both you and your beast companion can shift 2 squares.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Beast: If your companion is a cat, a spider, or a wolf, the attack deals extra damage equal to your Wisdom modifier.
You confound enemies by weaving through the battlefield unscathed as you make your attacks
.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
You distract an enemy while your beast lunges for the creature and savages i
t.
Encounter Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage. If you and your beast companion are flanking the target, the attack deals 1[B] extra damage.
Beast: If your companion is a cat, a raptor, a serpent, or a wolf, the attack deals extra damage equal to your Wisdom modifier.
Your companion exudes an air of ferocity as it attacks, which lends agility and allows you both to react to your foe’s movemen
ts.
Encounter Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + your beast’s Strength modifier damage. If you and your beast companion are flanking the target, the first time the target moves or shifts before the end of your next turn, you and your beast companion can shift 3 squares as an immediate reaction.
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his compo
sure
Encounter Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.
An arrow in the leg slows even the hardiest crea
ture.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
You leap forward and strike with a single, well-aimed blow. The strike cuts deep and leaves your enemy re
eling.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 2 squares.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
Working with an ally allows you that extr
a edge.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you’re flanking the target, the attack deals extra damage equal to your Wisdom modifier.
You hurl one of your weapons and then launch into a
charge.
Encounter Martial, Weapon
Standard Action Ranged
Requirement: You must be wielding both a thrown weapon and a melee weapon.
Target: One creature
Effect: Using your Hunter’s Quarry, you designate the target as your quarry.
Attack: Strength vs. AC (thrown weapon)
Hit: 1[W] + Strength modifier damage.
Effect: You charge the target.
A weapon in your off-hand allows for a quic
k attack.
Encounter Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage (off-hand weapon).
You embed both of your weapons in your foe and use them as grips to swing that foe around to a ne
w position
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons
Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. If both attacks hit, the second slide increases to 3 squares
You see an opening in an enemy’s defense, and you break off your current attack to take advantage of th
e weakness.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move your speed. You don’t provoke opportunity attacks for leaving a square at the start of this movement.
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier damage.
With amazing speed, you unleash a pair of arrows at y
our enemies.
Encounter Martial, Weapon
Standard Action Ranged weapon
Targets: One or two creatures
Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a –2 penalty to both attack rolls.
Hit: 1[W] + Dexterity modifier damage.
You single out a foe for a d
eadly attack.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If no creatures are adjacent to the target, the attack deals extra damage equal to your Wisdom modifier.
You rush across the battlefield and then let off a dev
astating shot.
Encounter Martial, Weapon
Standard Action Ranged weapon
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
You command your beast companion to tear into your opponent, opening a gap for
you to exploit.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Primary Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage.
Effect: You make a secondary attack against the target.
Secondary Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage.
Beast: If your companion is a bear, a boar, a lizard, a raptor, or a snake, the secondary attack deals extra damage equal to your Wisdom modifier.
You sink two arrows or both of your blades into the flesh of your enemy, causing it
to howl in pain.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.
Each successful attack against your foe inc
reases your tenacity.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and you gain temporary hit points equal to your Wisdom modifier.
Miss: Half damage.
Effect: Until the target is reduced to 0 hit points, you gain temporary hit points equal to your Wisdom modifier each time you hit the target.
You launch an agonizing shot that continues to inhibit your foe with each subse
quent attack you make.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the target is no longer your quarry, your melee attacks against it deal extra damage equal to 2 + your Wisdom modifier.
You distract your foe while your beast companion
moves in for the kill.
Daily Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If this hit reduces the target to 0 hit points, this power is not expended.
Miss: Half damage.
Effect: Your beast companion moves its speed and makes a secondary attack against the target.
Secondary Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + beast’s Strength modifier damage, and your beast companion knocks the target prone.
Miss: Half damage.
You fiercely assault your quarry, and your beast companion compel
s that same foe forward.
Daily Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: If the target is your quarry, you slide it 2 squares and slide your beast companion 2 squares, ending its movement adjacent to the target. If the target is your quarry and is also bloodied, you instead slide the beast 4 squares.
Beast: If your companion is a cat, a raptor, a spider, or a wolf, you can slide it to any square adjacent to the target.
You slam an arrow home and promise more if
harm befalls your friend.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Choose an ally adjacent to the target. Until the end of the encounter, if the target attacks that ally, you can make a ranged basic attack with a weapon against the target as an immediate interrupt. You cannot make this attack if the target is marked by that ally.
You carefully focus to make your attac
k spell your target’s end.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One bloodied creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). If the target is your quarry, the attack can score a critical hit on a roll of 19–20.
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged).
Miss: Half damage.
A well-placed shot to the leg leaves your
enemy hobbled and bleeding.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Your flurry of attacks knocks your opponents back, allowing y
ou to focus on a single foe.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is not your quarry, you can push it a number of squares equal to your Wisdom modifier.
Miss: Half damage.
You use your weapons to hedge in your foe and trick him into exposing a weak spo
t, at which point you strike.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack.
Miss: Half damage per attack.
You ready your off-hand weapo
n to deflect incoming attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage (main weapon).
Effect: You gain a power bonus to AC equal to your Wisdom modifier until the end of your next turn or until you attack with your off-hand weapon.
Your beast companion brutalizes the enemy as
you slip in for a quick strike.
Daily Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + beast’s Strength modifier damage.
Miss: Half damage.
Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it.
You lash out with your weapon in a wide arc, knocking two foes to the ground. You
then drive your blade into them.
Daily Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 2 squares.
Target: One or two creatures
Attack: Strength or Dexterity vs. AC
Hit: 1[W] damage, and you knock the target prone.
Miss: Half damage.
Effect: Make a secondary attack against each target.
Secondary Attack: Strength or Dexterity vs. AC
Hit: 1[W] damage.
Miss: Half damage.
You strike at your foe and your companion aids you in keeping the fools w
ho oppose you within arm’s reach.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can command your beast companion to use the Seismic Strike Attack power
once per turn.
Daily Beast, Martial
Minor Action Melee beast 1
Requirement: The power Seismic Strike must be active in order to use this power.
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: The target falls prone.
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unp
repared and inflict greater damage.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
You fire two arrows at once, which separate in mid-fli
ght to strike two different targets.
Daily Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.
You hold your weapons blade-down and slash your foe across the face with one of them. As he spins away and drops his guard, you roll to one side, spring to your feet, and p
lunge your other blade into his back.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage (off-hand weapon).
Effect: You shift 1 square and make a secondary attack against the target.
Secondary Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.
You line up your shot with meticulous care
to strike at your foe’s vital organs.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result.
Hit: 3[W] + Dexterity modifier damage. You can reroll each damage die once but must use the second result.
A stairway of arrow
s appears where you point your bow.
Encounter Martial, Weapon
Minor Action Personal
Requirement: You must be wielding a bow or a crossbow.
Effect: Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier until the end of the encounter.
You don’t know the secret of flight, but
you have learned some lessons toward it.
Daily Beast, Martial
Minor Action Personal
Prerequisite: You must have a raptor beast companion
Effect: Until the end of the encounter, you can make long jumps as if you had a running start, and you gain a +2 power bonus on your fly speed (if any).
You quickly identify y
our prey and ready yourself to attack it.
Daily Martial
No Action Personal
Trigger: You roll initiative
Effect: You gain a +2 bonus to the initiative check, and using your Hunter’s Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.
You resist a foe's attempt to move you, and like a great tree swa
ying in a storm, you snap back, ready to attack
Martial
Immediate Interrupt Personal
Trigger: You are pulled, pushed, or slid
Effect: You negate the forced movement. In addition, you gain a +2 bonus to your next melee attack roll before the end of your next turn
The primal energy you draw from the ground calls forth a churning mass of great roots tha
t can cover even the most dangerous ground.
Daily Primal, Zone
Minor Action Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. At least one square of the zone must be on a solid surface. You and your allies can ignore hindering terrain and difficult terrain in the zone. In addition, any portion of a pit, chasm, or similar feature within the zone becomes safe, passable ground.
Move Action: You move the zone up to 5 squares, keeping at least one square on a solid surface.
You are wise in all things. The sooner your friends realize th
is, the safer and better off they’ll be.
Encounter Martial
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.
Thick roots emerge from the ground in response to your command, and your f
oes stumble as they try to slip through them.
Daily Primal, Zone
Minor Action Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain for your enemies. When any enemy charges, its movement cannot include any square of the ground in the zone.
You guide your horse through tight spaces to
reach that enemy who thought he was safe.
Encounter Beast, Martial
Minor Action Close burst 1
Prerequisite: You must have a horse beast companion
Target: You and your beast companion.
Effect: Until the end of your next turn, while you are mounted on your beast companion, squeezing does not cause you or your beast companion to take a -5 penalty on attack rolls, grant combat advantage, or move at half speed.
You sidestep a
n attack as nimbly as your companion might.
Encounter Beast, Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack that targets AC or Reflex
Prerequisite: You must have a cat beast companion
Effect: You gain a +4 bonus to AC and Reflex until the end of your next turn. If the triggering attack misses you because of this bonus, you can shift a number of squares equal to your Wisdom modifier (minimum 1).
With a keen eye, you us
e one moment of advantage to create another.
Encounter Martial
Minor Action Personal
Requirement: You must be flanking an enemy.
Effect: You gain combat advantage against the flanked enemy until the end of your next turn.
Distracted by your ally, your foe can’t
respond effectively to your sly maneuvering.
Encounter Martial
Free Action Personal
Trigger: You hit a target with a melee attack and the target is marked by an ally
Effect: You can shift 1 square, and you gain a +2 power bonus to all defenses against your target’s attacks until the end of your next turn.
With an encouraging shout, you give
your beast companion the desire to fight harder.
At-Will Beast, Martial
Standard Action Close burst 20
Target: Your beast companion in the burst
Effect: The target makes a saving throw.
Beast: If the target is a bear or a boar, it gains a bonus to the saving throw equal to your Wisdom modifier.
Your keen senses and u
ncanny instincts give you an edge over your quarry.
Daily Martial, Stance
No Action Personal
Trigger: You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s
Effect: Until the stance ends, you add 3 to the extra damage you deal with Hunter’s Quarry.
You back away from danger and catch your breath.
Encounter Healing, Martial
Move Action Personal
Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.
Your skin takes on the texture of tough bark, pr
otecting you from the worst of your enemies’ attacks.
Daily Primal
Minor Action Personal
Effect: You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
Through subtle communications, you and you
r beast companion act almost as if you share senses.
At-Will Beast, Martial
Minor Action Close burst 10
Targets: You and your beast companion in the burst
Effect: 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.
You
and your companion take to the trees as if born there.
Daily Beast, Martial
Minor Action Personal
Prerequisite: You must have a simian beast companion.
Effect: Until the end of the encounter or until your beast companion is killed or becomes unconscious, you gain a climb speed equal to your speed, and a +4 power bonus on Acrobatics checks.
The power of the primal spirit
s lets you move with the speed and subtlety of the wind.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to speed, and whenever you shift, the distance you can shift increases by 1 square.
With the tenacity of the plodding gi
ant lizard, you ignore those who would push you back.
Encounter Beast, Martial
Free Action Close burst 5
Trigger: You or your beast companion are pushed, pulled, or slid.
Prerequisite: You must have a lizard beast companion
Target: You and your beast companion
Effect: Reduce the triggering forced movement on you and your beast companion by a number of squares equal to your Wisdom modifier (minimum 1).
The spirits of earth, stone, and land accept your plea for assistance, allowing
you and your allies to move unhindered and at great speed.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target ignores difficult terrain and gains a +2 power bonus to speed.
You tw
ist, contort, and scramble with surprising grace and speed.
Daily Beast, Martial
Minor Action Personal
Prerequisite: You must have a serpent beast companion.
Effect: Until the end of the encounter or until your beast companion is killed or becomes unconscious, you can shift 2 squares as a move action and ignore difficult terrain when you shift. If you already ignore difficult terrain when shifting, you can shift 3 squares instead of 2.
A thick fog settles over the area, blocking sight and muffling sound. Though the fog
confounds other creatures, you can see through it with ease.
Daily Primal, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
Move Action: You move the zone up to 5 squares.
You shake off
a wound by channeling the savagery of the boar in combat.
Encounter Beast, Martial
Immediate Reaction Personal
Trigger: You take damage from a melee attack.
Prerequisite: You must have a boar beast companion.
Effect: Reduce the damage you take from the triggering attack by a number equal to half your level + Wisdom modifier (minimum 1). If you take no damage from the attack because of this reduction, then you are not affected by any conditions or effects this attack would have caused on a hit.
You
use the terrain around you as your first line of defense.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a +4 power bonus to all defenses while you occupy a square of difficult terrain.
You deftly block your enemy’s strike and turn hi
s momentum against him, causing him to stumble to the side.
Encounter Martial, Weapon
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack
Effect: You slide the enemy three squares into a square adjacent to you and gain combat advantage against it until the end of your next turn.
With a roar you lunge forward, bullying your enemies backward.
Daily Beast, Martial, Stance
Minor Action Personal
Prerequisite: You must have a bear beast companion.
Effect: Until the stance ends, when you hit a creature with a melee attack, you can push that creature 1 square.
Sticky webbing is a lifesaver in sticky situations.
At-Will Beast, Martial
Free Action Personal
Prerequisite: You must have a spider beast companion
Requirement: Your beast companion must be within 5 squares of you and able to make opportunity attacks.
Trigger: You make an Athletics check while climbing or because you took damage while climbing, or you make a saving throw to avoid being forced into hindering terrain or over a precipice.
Effect: You gain a +4 power bonus to the triggering climb check or saving throw.
Once an enemy is
on the ground, your wolf companion excels at keeping it there.
Encounter Beast, Martial
Immediate Reaction Personal
Trigger: You take damage from a melee attack.
Prerequisite: You must have a wolf beast companion
Requirement: Your beast companion must be adjacent to the triggering enemy and able to make opportunity attacks.
Effect: The triggering enemy is knocked prone and cannot stand up until it begins a move action not adjacent to your beast companion.
Even as your f
oe connects, you leap backward, out of the way of further harm.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
You tak
e advantage of an enemy’s opening while it focuses on your ally.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy attacks your ally
Effect: You charge the triggering enemy and make the following attack in place of a melee basic attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
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.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Beast: If your companion is a bear, a cat, a raptor, a spider, or a snake, the attack deals extra damage equal to your Wisdom modifier.
Effect: If the target moves during its next turn, your beast companion can shift to any square adjacent to the target’s new location as a free action. If the target is your quarry, it is slowed until the end of your next turn.
Your twi
n blades become a whirl of slapping, jabbing, and cutting surfaces
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons
Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon
Hit: 1[W] + Strength modifier damage. The attack deals 1 extra damage for each enemy adjacent to you
A series of arrows convinces your foes to take a different path.
Encounter Martial, Weapon
Standard Action Area burst 1 within 20
Requirement: You must be wielding a bow or a crossbow.
Target: Each creature in the burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. A creature that moves into the area before the start of your next turn takes 5 damage. A creature can take this damage only once per turn.
You attack twice whil
e maneuvering yourself into the most advantageous position possible.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
You thwart an enemy’s att
ack with a timely thrust of your blade or a quick shot from your bow.
Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
You lure your enemy into position. Then, your beast companion lunges.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You can shift 1 square.
Effect: Your beast companion makes a melee basic attack against the target as a free action.
Like a hunting lion, you throw yourself
at your enemy in an attempt to land two blows and put your victim down.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, the target is knocked prone and takes extra damage equal to your Wisdom modifier. If both attacks miss, you grant combat advantage to all enemies until the start of your next turn.
C
oupling attacks, you and your beast efficiently take it to your enemies.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Your beast companion can make a melee basic attack 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 damage equal to your Wisdom modifier.
You slas
h your enemy across the legs and then withdraw, leaving your foe hobbled.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
Effect: After the attack, you shift your speed.
With a scorpion-
like jab, you unsettle your opponent enough to gain a momentary advantage.
Encounter Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage (off-hand weapon). Until the end of your turn, the target grants combat advantage to you for your next melee attack against it.
Your hail of
shots causes your foes to dive for cover, clearing a path for your allies.
Encounter Martial, Weapon
Standard Action Ranged weapon
Targets: One or two creatures
Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a –2 penalty to both attack rolls.
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
You strike quickly, like a shadow
wasp flying out of the darkness, hitting where your foe is most vulnerable.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature that is your quarry
Attack: Strength vs. Reflex (melee) or Dexterity vs. Reflex (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
You strike quickly
and then disappear, leaving your foe searching for the source of the attack.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity 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] + Dexterity modifier damage.
If you
r first attack fells your enemy, you retain your strength for a future attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage. If this attack reduces the target to 0 hit points, this power is not expended, and you gain a +2 power bonus to the next attack roll you make with this power before the end of the encounter.
Effect: Make a secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage.
You attack twice, causing your foes to stagger backward.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier.
Your cutting projectile discombobulates your adversary for a moment.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target is slowed and takes a –2 penalty to attack rolls until the end of your next turn.
You
r muscles strain as you unleash a mighty ranged attack that knocks your foe down.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a thrown weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon)
Hit: 2[W] + Strength modifier damage, and you knock the target pro
ne.
Your quick attacks might have different results.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit the same target, the target either takes ongoing 5 damage or is dazed (save ends either).
Miss: Half damage per attack.
Your situation looks bleak, but your companion comes quickly to your rescue.
Daily Beast, Martial
Standard Action Melee beast 1
Requirement: You must be bloodied.
Target: One or two creatures
Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + beast’s Strength modifier damage, and you gain 10 temporary hit points.
Miss: Half damage.
Effect: Until the end of the encounter, each time an enemy adjacent to your beast companion makes a melee attack against you, your beast companion deals damage equal to its Strength modifier to the attacker as a free action.
Delivering a wicked str
ike, you momentarily rob your opponent of sight and then take advantage of its fumbling.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and the target is blinded and cannot shift (save ends both). Until this effect ends, you can shift 1 square as a free action whenever the target misses with an attack.
Miss: Half damage, and the target takes a -2 penalty to attack rolls (save ends).
Injury, whether yours or your beast companion’s, p
rovokes an instant assault from the beast that leaves your adversary momentarily hobbled.
Daily Beast, Martial
Immediate Reaction Melee beast 1
Trigger: An enemy bloodies you or your beast companion
Target: The triggering enemy
Effect: Before the attack, your beast companion can shift 5 squares.
Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + beast’s Strength modifier damage, and the target is immobilized (save ends).
Miss: Half damage.
You d
rive your weapons into a nearby enemy and then hurl a weapon into the face of another foe.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a thrown weapon in your off hand and a melee weapon in your main hand.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier damage.
Effect: Make a secondary attack against the primary target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage.
Effect: Make a ranged tertiary attack. This attack does not provoke opportunity attacks.
Tertiary Target: One creature other than the primary target
Tertiary Attack: Strength vs. AC (thrown weapon)
Hit: 2[W] + Strength modifier damage, and the tertiary target takes a -2 penalty to attack rolls (save ends).
Miss: You do not expe
nd this power.
You punish your enemy for closing with you.
Daily Martial, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy enters a square adjacent to you
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Special: Using this power doesn’t provoke an opportunity attack from the target.
With a silent gesture, you signal your beast, and you both go charging into the fray.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Using your Hunter’s Quarry, you designate the target as your quarry. You and your beast companion charge the target. You can make the following attack in place of a melee basic attack.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
One well-placed arrow leaves your enemy hunched over and howling in pain.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the targ
et is not weakened.
Your arrows force your opponent to take cover.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, if the target ends its turn without cover from you, you can make a ranged basic attack with a weapon against the target as an immediate reaction. This effect also ends if the target has cover from you at the end of any of your turns.
You leap into the fray and unleash a t
orrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.
Hit: 1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.
Each of your attacks tests your foes’ defenses until you find where to hit to make it count.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the target is no longer your quarry, whenever you hit the target with a melee attack, you knock it prone.
Opening your quarry up with a decis
ive attack, you allow your beast companion to tear a wound. The scent of blood eggs the beast on.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Beast: If your companion is a bear, a boar, or a lizard, the attack deals extra damage equal to your Wisdom modifier.
Miss: Half damage.
Effect: If the target is your quarry and your beast companion is adjacent to it, the target takes ongoing 5 damage (save ends). Until the ongoing damage ends, the target grants combat advantage to the beast.
You lunge toward your foe, while your beast companion leaps on an enemy in your wake.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Athletics.
Target: One creature
Requirement: You must charge the primary target and use this power in place of a melee basic attack.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square and shift into the square it formerly occupied.
Effect: Your beast companion charges an enemy, and the enemy falls prone on a hit. If that enemy attacked you with an opportunity attack during your turn, your beast companion gains a power bonus equal to your Wisdom modifier to the attack rolls and damage rolls on the secondary attack.
A precise strik
e makes your enemy reel in disorientation, robbing it of its ability to use its specialized senses.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 2[W] + Strength modifier damage (melee) or Dexterity modifier damage (ranged), and the target is dazed (save ends).
Miss: Half damage.
Effect: The target loses blindsight and tremorsense until the end of your next turn.
You keep one eye on
the fight around you at all times, so that you can slip away from an enemy that moves too close.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy you can see ends its turn adjacent to you.
Effect: You shift a number of squares up to your Wisdom modifier.
Like an animal backed into a corner, you become deadlier in your desperation.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a melee basic attack against it as an immediate reaction. You can then shift 3 squares but must not end the shift adjacent to any enemy.
You stand ready to launch a quick attack against any foe that menaces you.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of
the encounter.
Your keen hunter’s instinct picks out this foe from the rest.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC. This attack ignores the target’s cover but not superior cover.
Hit: 2[W] + Dexterity modifier damage, and you designate the target as your quarry until the end of your next turn. If the target was already your quarry, the attack deals 1[W] extra damage.
Miss: Half damage, and you do not designate the target as your quarry.
You hit your foe in a weak spot and use that wound to guide your subsequent attacks.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier + Wisdom modifier damage.
Effect: Until the end of the encounter, you gain a power bonus to melee damage rolls against the target equal to your Wisdom modifier.
You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Special: You can shift 2 squares before making this attack.
Primary Target: One creature
Attack: Strength vs. AC, two attacks (main weapon and off-hand weapon)
Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand weapon).
You answer an enemy’s strike with a snarl and an attack. The rage inside you provides new vigor.
Daily Healing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge.
Special: You can use this power as an immediate reaction when an enemy adjacent to you bloodies you or scores a critical hit against you.
Yo
ur arrow saves a falling friend by pinning him or her to a nearby wall, or presenting a sudden handhold.
Encounter Martial
Immediate Interrupt Ranged weapon
Requirement: You must be wielding a bow or a crossbow.
Trigger: A creature in range falls and has a wall or floor within 1 square of it
Target: The triggering creature
Effect: The creature can attempt a saving throw to avoid falling farther. If successful, you can slide the creature 1 square to a horizontal surface, or to a vertical surface that the creature now climbs.
You move with astonishing speed, making it hard for your foes to track your movement.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you can run a number of squares equal to your speed + 4, instead of your speed + 2, and you do not grant comba
t advantage from running.
You call upon your inner strength to persevere.
Encounter Martial
Free Action Personal
Trigger: You roll an Endurance check and dislike the result
Prerequisite: You must be trained in Endurance.
Effect: Reroll the Endurance check. You decide whether to make the reroll before the DM announces the result.
You maneuver around your enemies, thanks to your collaboration with your allies.
Encounter Martial
Move Action Close burst 5
Target: You and one ally in the burst
Effect: Each target shifts 1 square as a free action.
Beast: If your beast companion is a target, add your Wisdom modifier to the number of squares it can
shift.
You bring down your quarry and then fix your hunter eyes on another foe
Encounter Martial
Free Action Personal
Trigger: You reduce your quarry to 0 hit points
Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the
end of your next turn
Puffing up defensively, your beast rolls with a blow.
Encounter Beast, Martial
Immediate Interrupt Close burst 20
Trigger: Your beast companion is hit by an attack within 20 squares of you
Target: Your beast companion in the burst
Effect: The target gains a +4 power bonus to the defense targeted by the attack.
Beast: If your companion is a bear, a spider, or a snake, the bonus lasts until the start of your next turn.
You are the eyes and ears of the group, always alert for the telltale signs of an ambush.
Daily Martial
No Action Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised.
Through careful positioning and an instinctive connection, you and your companion mercilessly harry the foe.
Daily Beast, Martial
Minor Action Personal
Effect: Until the end of the encounter, you and your beast companion gain combat advantage against any foe to whom you are both adjacent. If you and your companion are also flanking the target, you deal 2 extra damage on Hunter’s Quarry damage rolls ag
ainst it.
You aid a wounded companion by quickly applying a poultice of healing herbs.
Daily Healing, Martial
Minor Action Melee touch
Target: One ally
Effect: You make a Heal check. The target regains hit points equal to half the result of your check. The target can make a saving throw against one poison effect on him or her that a save ca
n end.
The primal power you call upon allows access to the deepest reserves of strength.
Daily Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing s
urge.
Your urging pushes your beast companion onward, despite fatigue and injury.
Daily Beast, Healing, Martial
Minor Action Melee 1
Target: Your beast companion
Effect: The target regains hit points as if it had spent a healing surge.
Beast: If your companion is a boar or a lizard, it regains additional hit points equal to your Wisdom modifier.
Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies.
Daily Conjuration, Primal
Minor Action Area wall 5 within 10 squares
Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in
the wall or adjacent to it.
You keep your off-hand weapon ready to block enemy attacks.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +1 power 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 the start of your next turn.
You snake past your enemies, weaving so that they have a hard time making a follow-up attack against you.
Encounter Martial
Move Action Personal
Requirement: You must be within 2 squares of at least two enemies.
Effect: You can shift a number of squares equal to 1 + your Wisdom modifier. Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to a
t any time during this shift.
Your allies benefit from the things that you have learned.
Daily Martial
Minor Action Ranged 10
Target: One ally
Effect: Choose a skill in which you are trained but the target is not. Until the end of the encounter, the target gains a power bonus to checks with that skill equal to your Wisdom modifier. The target must see or hear you to gain th
is bonus when making a check.
You slip into the shadows, too smoothly for anyone to notice.
Daily Martial
Free Action Personal
Prerequisite: You must be trained in Stealth.
Trigger: You make a Stealth check and dislike the result
Effect: Reroll the Stealth check with a bonus equal to your Wisdom modifier. You can use the higher of the two rolls. If the second result is lower than the first, you do not expend this power.
A magical m
ist wraps around you, letting you cross the battlefield in the blink of an eye, then clinging to you as a protective shroud.
Daily Primal, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares, then gain a +5 power bonus to all defenses until the end of your next turn.
A shimmering tangl
e of briars appears before you. It seems harmless, but as a foe moves through it, the briars lash out like a living creature.
Daily Primal, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes damage equal to your Wisdom modifier.
Move Action: You move the zone up to 5 squares.
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
Encounter Martial
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier.
A brush with your off-hand weapon marks a spot on your enemy for a more accurate thrust from your main weapon.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Primary Attack: Strength vs. Reflex (off-hand weapon)
Hit: 1[W] damage. Make a secondary attack against the target. You ignore any attack roll penalties to the secondary attack.
Secondary Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage.
You designate an enemy to your beast companion, and the beast moves toward that enemy as you strike.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Effect: Before the primary attack, your beast companion can shift a number of squares equal to your Wisdom modifier.
Primary Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage.
Beast: If your companion is a boar, a cat, a raptor, or a wolf, the primary attack deals extra damage equal to your Wisdom modifier.
Effect: You make a secondary attack against the target.
Secondary Attack: Strength vs
. AC
Hit: 1[W] + Strength modifier damage.
Two lucky shots find chinks in your target’s armor.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One or two creatures
Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20.
Hit: 1[W] + Dexterity modifier damage per attack.
Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-h
and weapon).
An off-hand attack your foe never saw coming causes disorientation as well as pain.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Requirement: You must be wielding two melee weapons.
Trigger: You make an opportunity attack against an enemy.
Target: The triggering enemy
Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] (off-hand) + Strength modifier damage. Until the end of your next turn, you also gain combat advantage and concea
lment against the target.
After your weapon strikes a foe, your beast grabs the creature and drags it away.
Encounter Beast, Martial, Weapon
Standard Action Ranged weapon (beast 1)
Requirement: You must be wielding a thrown weapon.
Target: One creature adjacent to your beast companion
Attack: Strength vs. AC (thrown weapon)
Hit: 2[W] + Strength modifier damage, and your beast companion makes a secondary attack against the target.
Secondary Attack: Beast’s attack bonus vs. AC
Hit: Your beast companion shifts a number of squares equal to your Wisdom modifier and pulls the tar
get adjacent to it.
You execute a swift attack against a foe, attempting to finish off the creature.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is bloodied or prone, the attack deals 2[W] extra d
amage.
Your attack, coupled with the threat of your beast companion, throws your quarry off balance.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: If the target is your quarry, it grants combat advantage to you and your allies until the end of your next turn.
Beast: If your companion is a bear, a lizard, a spider, or a snake, your attacks against the target deal extra damage equal to you
r Wisdom modifier until the end of your next turn.
Like the hawk, you strike with calculated precision.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2[W] + Strength modifier damage (melee) o
r 2[W] + Dexterity modifier damage (ranged).
You draw a bead on your chosen opponent and take the shot.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC. If the target is your quarry, the attack hits if the attack roll hits the target’s AC or Reflex.
Hit: 2[W] + Dexte
rity modifier damage.
Twin strikes harass your enemy, opening a gap for an ally’s attack as you slip away.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon). Make two attack rolls—one with each weapon— and use the higher result.
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to an ally of your choice until the start of your next turn. You can then shift a number of squares equal to your Wisdom
modifier.
Your dancing blades cut your foe deep, leaving wounds that are exacerbated by further attacks
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons
Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon
Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target takes 2 extra damage whenever it is hit. If both attack
s hit, the extra damage equals 1 + your Wisdom modifier
Your arrow passes through one enemy to pin another.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. The target and one enemy adjacent to the ta
rget are immobilized until the end of your next turn.
You unleash two arrows in rapid succession.
Encounter Martial, Weapon
Standard Action Ranged weapon
Targets: One or two creatures
Attack: Dexterity vs. AC, one attack per target
Hit: 2[W] + Dexterity modifier damage (first shot) and 1[W] +
Dexterity modifier damage (second shot).
You launch your weapon at your foe while your ally distracts it.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a thrown weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon). The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions.
Hit: 3[W] + Strength modifier damage.
You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wis
dom modifier and it is knocked prone.
You dart forward and slash at your foe’s legs, unbalancing the creature.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Stren
gth modifier damage, and you knock the target prone.
You feint with both weapons, taking your adversary aback.
Encounter Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon), two attacks
Hit: The target takes a –2 penalty to attack rolls against you until the start of your next turn. If both attacks hit, th
e penalty is –4.
Without breaking stride, you make two attacks against a single foe or two different targets.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Targets: One or two creatures
Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modif
ier damage (ranged) per attack.
Miss: Half damage per attack.
Your beast pushes back one foe and then charges forth.
Daily Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 2[B] + beast’s Strength modifier damage, and your beast companion pushes the target 1 square.
Miss: Half damage.
Effect: Your beast companion
charges one creature other than the target.
You box your foe in with one weapon and then open a wound with the other.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). If the target is your quarry, it instead takes ongoing 10 damage (save ends).
Miss: Half damage, and no ongoing damage.
Though menaced by fangs and claws, you calmly unload an arrow into the creature’s gaping maw—mere inches from your outstretched arm.
Daily Martial, Weapon
Standard Action Ranged 1
Target: One adjacent enemy
Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks
.
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
You draw your foe into a deadly bear hug with both weapons.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main) and Strength vs. AC (offhand)
Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, the target is grabbed. When you sustain the grab, the target takes 1[W] + Strength modifier damage from each weapon. You cannot otherwise attack with your weapons while you sustain the grab. If the target is your quar
ry, it takes a -2 penalty to escape attempts.
Miss: Half damage.
You lob your weapon at your foe, grievously injuring it.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a thrown weapon.
Target: One creature
Effect: Using your Hunter’s Quarry, you designate the target as your quarry.
Attack: Strength vs. AC (thrown weapon)
Hit: 3[W] + Strength modifier damage. If the target is your quarry, it tak
es ongoing 5 damage (save ends).
Miss: Half damage.
Each strike you deliver against your quarry bolsters you.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the target is no longer your quarry, whenever you hit the target with a melee
attack, you gain temporary hit points equal to 5 + your Wisdom modifier.
Each shot that hits your enemy knocks it backward.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Fortitude, three attacks
Hit: 1[W] damage per attack,
and you push the target 1 square.
Miss: Half damage per attack, and no push.
A carefully aimed shot imperils your quarry.
Daily Martial, Reliable, Weapon
Standard Action Melee or Ranged weapon
Target: One creature designated as your quarry
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice o
f Hunter’s Quarry damage against the target.
Your beast companion issues a piercing cry, chilling the blood of nearby enemies.
Daily Beast, Fear, Martial, Psychic
Standard Action Close burst 2 (beast)
Target: Each enemy in the burst
Attack: Beast’s attack bonus vs. Will
Hit: 1d8 + beast’s Wisdom modifier psychic damage, and the target is immobilized (save ends).
Beast: If your companion is a bear, a cat, a raptor, or a wolf, the attack deals extra damage equal to your Wisdom modifier.
Miss:
Half damage, and the target is not immobilized.
A moment’s careful study reveals to you a vast array of weak points to attack.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, when you deal Hunter’s Quarry damage to this target, you can reroll any Hunter’s Quarry damage die res
ult of 1 or 2 until it shows a value of 3 or higher.
You appear as if from nowhere, skewer your adversary, and then fade away.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature that is surprised or unaware of your presence
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 3[W] + Strength modifier + Wisdom modifier damage (melee) or 3[W] + Dexterity modifier + Wisdom modifier damage (ranged), and you can shift 2 squares. If you were hidden from the target when you made the attack, you remain hidden if you have any cover or concealment.
Miss: Half damage, and you can shift 1 square. If you were hidden from the target when you made the attack, you can make a Stealth check with a +2 bonus to remain hidden if you have any cover or c
oncealment.
After taking a moment to make a measuring strike and move into a better position, you’re ready for action again.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Effect: 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 damage
.
In a flurry of movement, you send your enemies careening toward your beast companion, which is unlikely to let them escape.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Effect: You shift 4 squares.
Target: One, two, or three creatures adjacent to you at any point during the shift
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and slide the target 5 squares to a square adjacent to your beast companion. If you targeted only one creature with this power, it deals 1[W] extra damage.
Miss: Half damage, and slide the target 3 squares to a square adjacent to your beast companion.
Effect: Until the end of the encounter, you can command your beast companion to make an opportunity attack as an opportunity action instead of an immediate interrupt. In addition, you can command your beast companion to use the Shepherding Slice Attack power once per turn until the end of th
e encounter.
In a flurry of movement, you send your enemies careening toward your beast companion, which is unlikely to let them escape.
Daily Beast, Martial
Minor Action Melee beast 1
Requirement: The power Shepherding Slice must be active in order to use this power.
Target: One creature
Attack: Beast’s attack bonus v
s. AC
Hit: Slide the target 1 square.
You rush your opponent, and before it can react, you pin the creature in place with steel.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
Special: When charging, you can use t
his power in place of a melee basic attack.
You fire repeatedly with a short draw, showering arrows at each enemy in front of you.
Daily Martial, Weapon
Standard Action Close blast 3
Requirement: You must be wielding a ranged weapon.
Target: Each enemy in the blast you can see
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss:
Half damage.
As an enemy rushes your position, you spring back suddenly and fire an arrow at it, discouraging it from approaching.
Daily Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy moves during its turn to a square adjacent to you
Effect: Before the attack, you shift 2 squares and must not end the shift adjacent to the triggering enemy.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: The target is i
mmobilized (save ends).
You spin around with blades outstretched, using momentum and skill to slice through enemy defenses.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in the burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength m
odifier damage.
Miss: Half damage.
You mark an area in your mind and feed arrows into it every time you have a spare moment.
Daily Martial, Weapon
Standard Action Area burst 1 within 20
Requirement: You must be wielding a bow or a crossbow.
Target: Each creature in the burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, when a creature moves into the area, you can make a ranged basic attack with a weapon against that
creature as an opportunity action. You can move the affected area up to 3 squares with a move action.
Nothing can slow you down.
Encounter Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack that makes you slowed, immobilized, restrai
ned, or dazed
Effect: You gain a +4 power bonus to all defenses against the triggering attack.
Your triumph is like a balm to you
Daily Healing, Martial
Free Action Personal
Trigger: You reduce your quarry to 0 hit points
Effect: You regain hit points equal to your he
aling surge value + your Strength modifier
You move into position, and you order your beast companion to warily do the same.
Encounter Beast, Martial
Minor Action Close burst 20
Targets: You and your beast companion in the burst
Effect: You can move your speed, and your beast companion can shift its speed.
Beast: If your companio
n is a raptor or a wolf, you can move 1 extra square, and it can shift 1 extra square.
Your swift arrow weakens an enemy’s attack.
Encounter Martial
Immediate Reaction Ranged weapon
Requirement: You must be wielding a bow or a crossbow.
Trigger: An ally is hit by an attack
Target: The triggering ally
Effect: You reduce the damage the target takes
by your Dexterity modifier plus half your level.
Like a gazelle, you startle allies and enemies alike with your sudden swiftness.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next tu
rn, your speed increases by 4, and when you shift, you can shift 1 additional square.
The spirits of the night grant you enhanced senses.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target gains both darkvision and a +2 power bonus to Perception checks until the end of the encounter.
Your primal magic forms invisible thorns that lurk just below the surface of the ground. When a foe steps on their location, they erupt to rend and tear flesh.
Encounter Primal, Zone
Minor Action Ranged 10
Target: One square
Effect: The target becomes a zone that lasts until the end of the encounter or until an enemy enters it. Without a Perception check (DC 10 + your level + your Wisdom modifier), your enemies notice neither the zone nor your use of this power. When an enemy enters the zone, the enemy
takes 5 + your Wisdom modifier damage, and it is immobilized until the end of your next turn.
You’re not about to give up with a simple miss.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 squares of the quarry. If that ally hits the quarry before the start of your next turn, the ally’s attack deal
s extra damage equal to your Hunter’s Quarry damage.
You keep your distance from an approaching adversary, backpedaling easily away from him.
Daily Martial
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift 1 square and then move a number of squares eq
ual to 1 + your Wisdom modifier. You can’t end your move adjacent to the triggering enemy.
You glide over the ground like a stalking cat.
Encounter Martial
Free Action Personal
Effect: Until the end of your turn, you don’t take a penalty to Stealth checks for mov
ing, and if you don’t hit with an attack while you are hidden, you remain hidden.
Always in motion, you dart in for the shot before spinning away.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you can shift a number of squares equal to your Wisdom modifier as a move action whenever you hit an enemy with a ran
ged attack that has the bonus from the Prime Shot class feature.
Your quick command allows your beast companion to recover from an ill effect.
At-Will Beast, Martial
Immediate Reaction Close burst 20
Trigger: Your beast companion receives an effect that a save can end within 20 squares of you
Target: Your beast companion in the burst
Effect: The target makes a saving throw against
the effect, with a bonus to the saving throw equal to your Wisdom modifier.
You drop a foe and then sprint away in search of the next fight.
Encounter Martial
Free Action Personal
Trigger: You reduce an enemy to 0 hit points
Effect: You move your speed. You don’t provoke opportunity attacks for leaving a square at the start of this movement. Until the end of your next turn, you gain a +2 bonus to all defenses.
At your command, great roots threaded with primal power burrow through the ground around you, closing the space between two points on the battlefield.
Daily Primal, Teleportation, Zone
Minor Action Close burst 10
Effect: You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can
teleport to the other zone as a free action, as long as the destination zone is unoccupied.
Your enemies can’t keep track of your fast movements.
At-Will Martial
Move Action Persona
l
Requirement: You must be marked.
Effect: The marked condition ends, and you can shift 1 square.
You expertly navigate through difficult terrain.
Daily Martial, Stance
Minor Action Personal
Effect: Your movement
is not hindered by difficult terrain.
Eldritch green flames wrap around your enemies, hampering their ability to defend themselves or hide from you.
Daily Fire, Primal, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Enemies grant combat advantage and take a –5 penalty to Stealth checks while in the zone. Any enemy that ends its turn in the zone takes fire damage equal to