You instantly attack when an enemy comes too close. You then quickly step away.
Encounter
Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy moves during its turn to a square adjacent to you
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you shift 1 square.
You attack the weak spots in your opponent’s armor, not only dealing damage but also leaving your prey vulnerable to later attacks.
Encounter
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: 1[W] + Strength modifier damage per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier until the end of your next turn.
You aim for where the blood already flows.
Encounter
Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One bloodied creature
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).
Pulling back on your bow with great effort, you unleash a pair of arrows that slam your foes into the ground.
Encounter
Martial, Weapon
Standard Action Ranged weapon
Targets: One or two creatures
Attack: Dexterity vs. Fortitude, 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: 2[W] + Dexterity modifier damage, and you knock the target prone.
Nipping at an adversary, your beast forces that foe toward your waiting weapon.
Encounte
r Beast, Martial, Weapon
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. Fortitude
Hit: 1[B] + beast’s Strength modifier damage, and your beast companion can shift 2 squares toward you and then pull the target 2 squares. The target grants combat advantage to you until the end of your next turn.
Beast: If your companion is a lizard, a snake, a spider, or a wolf, the attack deals extra damage equal to your Wisdom modifier.
Your beast companion hurls itself at your quarry as you make a forceful attack. The combination sends your foe sprawling.
Encount
er Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature designated as your quarry
Effect: Before the attack, your beast companion can shift its speed.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square and knock it prone.
Beast: If your companion is a bear, a boar, a cat, or a raptor, you instead push the target 2 squares.
One shot topples your foe.
Encoun
ter Martial, Weapon
Standard Action Ranged weapon
Target: One creature of your size or smaller
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone.
Between strikes, you use both of your weapons to deflect incoming blows.
Encou
nter 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: 1[W] + Strength modifier damage per attack. If you hit with either attack, you gain a power bonus to AC equal to 2 + your Wisdom modifier until the end of your next turn.
Your quick off-hand strike leaves your foe open to attacks.
Enco
unter 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), and the target grants combat advantage to you and your allies until the start of your next turn.
With a well-aimed attack, you pin your foe to the ground or to a nearby wall.
Enc
ounter 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. The target is immobilized until the start of your next turn.
You sling a weapon at a foe, catching the creature off guard.
En
counter Martial, Weapon
Minor Action Ranged weapon
Requirement: You must be wielding a thrown weapon.
Effect: Before the attack, you shift 1 square.
Target: One creature you have not attacked during this turn
Attack: Strength (thrown weapon) vs. AC
Hit: 3[W] + Strength modifier damage, and you cannot attack the target again until the end of your turn.
Your enraged beast lashes out at any enemies that are around it.
E
ncounter 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 any enemy adjacent to your beast companion takes damage equal to 5 + your Wisdom modifier.
You move like a tempest among the pines, slashing at one foe
and then leaping at another
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. If both attacks hit, you can shift 2 squares and make a melee basic attack against a different creature
With a mighty heave, you leap into the air and wrap your arms about your foe, dragging it with you to the unyielding earth.
Encounter Martial, Weapon
Standard Action Melee 1
Prerequisite: You must be trained in Athletics.
Target: One creature
Attack: Strength vs. Reflex
Effect: You jump 3 squares vertically and 5 squares horizontally before making the attack. You can make the following attack at any point during the jump.
Hit: 2[W] + Strength modifier damage, and you knock the target prone.
You take a shot and then dash toward your foe to engage it in melee
.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. You shift a number of squares equal to your Wisdom modifier.
Effect: If the target starts its next turn adjacent to you, you can make a melee basic attack against it as a free action.
The first hit tells the enemy that you intend to make another if it makes a wrong mov
e.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target moves into a space adjacent to an ally before the start of your next turn, you can make a ranged basic attack with a weapon against the target as an immediate reaction.
You and your companion coordinate your strikes to land on two differen
t foes.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Make a secondary attack.
Melee: beast 1
Secondary Target: One creature other than the primary target
Secondary Attack: Beast’s attack bonus vs. AC
Hit: 3[B] + beast’s Strength modifier damage.
Miss: Half damage.
You take careful aim at your target’s weak point before unleashing a dead
ly shot.
Daily Reliable, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
The wound you leave seems small, but it bleed
s freely.
Daily Martial, Reliable, 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 ongoing 10 damage (save ends).
Aftereffect: Ongoing 5 damage (save ends).
Your quick movement exposes your foe to a punishing attack. While the creature is recovering, you launch a weapon at a differ
ent enemy.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a thrown weapon.
Effect: Before the attack, you shift 2 squares.
Primary Target: One creature
Primary Attack: Strength vs. AC (melee). The attack can score a critical hit on a roll of 16–20.
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You shift 2 squares and make a ranged secondary attack. This attack doesn’t provoke opportunity attacks.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (thrown weapon). The attack can score a critical hit on a roll of 16–20.
Hit: 2[W] + Strength modifier damage.
Time seems to slow down as your weapons fall upon your hapless foes like rain from an o
minous sky.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: One or more creatures
Attack: Strength vs. AC. Alternate main and off-hand weapon attacks until you miss or until you make five attacks .As soon as an attack misses, this power ends.
Hit: 2[W] + Strength modifier damage per attack.
Your arrows puncture flesh, and from these wounds blood flows in crim
son streams.
Daily Martial, Weapon
Standard Action Ranged weapon
Targets: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack, and ongoing 5 damage (save ends). A target hit twice takes ongoing 10 damage (save ends). A target hit three times takes ongoing 15 damage (save ends).
Miss: Half damage per attack, and no ongoing damage.
Your attack unleashes a torrent of blood, and your beast companion goes i
nto a frenzy.
Daily Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, your beast companion gains a +2 power bonus to attack rolls and damage rolls. In addition, the beast gains 10 temporary hit points.
Beast: If your companion is a boar, a lizard, or a spider, it instead gains 20 temporary hit points.
Your targets won’t know
what hit them.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage.
Miss: The target is dazed (save ends).
You apply a dose of poison to your arrow or blade. When you strike, you temporarily debil
itate your foe.
Daily Martial, Poison, Reliable, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage. The target is weakened and takes ongoing 10 poison damage (save ends both).
Your beast savages an enemy, making that creature its prey. When it grows bored, the beast launches itself at a new foe, drawing that creat
ure’s attention.
Daily Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 3[B] + beast’s Dexterity modifier damage.
Miss: Half damage.
Effect: Your beast companion gains 10 temporary hit points, and your beast companion marks the target until the end of the encounter or until your beast companion attacks a creature other than the target. 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.
You strike your enemy from afar and leave it reeling. The best is yet
to come, though.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: The next time you hit the target with a melee attack before the end of the encounter, the target is stunned until the end of your next turn.
A vicious series of probes and strikes allows you to strike at your opponent’s greates
t vulnerabilities.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. the lowest of the target’s AC, Reflex, or Fortitude
Hit: 3[W] + Strength modifier damage, and the target is subject to your questing blades (save ends). While the target is subject to your questing blades, each time you attack the target with a power that normally targets AC, you instead attack the lowest of the target’s AC, Reflex, or Fortitude.
Miss: Half damage, and until the end of your next turn, each time you attack the target with a power that normally targets AC, you instead attack the lowest of the target’s AC, Reflex, or Fortitude.
You quickly fire at the fi
rst sign of combat.
Daily Martial, Weapon
No Action Ranged weapon
Trigger: You roll initiative
Target: One creature
Effect: Using your Hunter’s Quarry, you designate the target as your quarry.
Attack: Strength (thrown weapon) or Dexterity vs. AC
Hit: 3[W] + Strength (thrown weapon) or Dexterity modifier damage.
Miss: Half damage.
Once your beast companion senses weakness in an opponent, it attacks with
ruthless intensity.
Daily Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 3[B] + beast’s Strength modifier damage.
Effect: Until the end of the encounter, the target grants combat advantage to your beast companion, and on each of your turns, you can take a minor action to command the beast to make a melee basic attack against the target as a free action.
You whip your weapons around you before dropping back into
a defensive posture.
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 (main) and Strength vs. AC (offhand), two attacks per target
Hit: 1[W] + Strength modifier damage per attack. If you hit at least twice, you gain a +2 bonus to AC until the start of your next turn.
Miss: Half damage per attack.
You fight past your enemies’ shields and armor and deal nasty cuts that leave them reelin
g and unable to react.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: One or two creatures
Attack: Strength vs. Fortitude (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target is immobilized (save ends). If both attacks hit, the target is stunned and immobilized (save ends both).
Miss: Half damage per attack, and the target is not stunned or immobilized.
You use this shot to size up your enemy, gaining insight you ne
ed for further attacks.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Until you hit the target again or until the end of the encounter, you gain a power bonus to attack rolls against the target equal to your Wisdom modifier.
Your first t
arget leads you to more.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target moves adjacent to another enemy, you can make a ranged basic attack with a weapon against that enemy as an immediate reaction.
You take several chaotic shots, which strike various parts of your foes’ bodies, inhibiting the cre
atures in different ways.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One, two, or three creatures
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Roll a d4 to determine the effect of each attack.
1—You knock the target prone.
2—The target is slowed (save ends).
3—The target is dazed (save ends).
4—The target is immobilized (save ends).
Your arrow deflects an ally’s attack
back onto its true course.
Daily Martial
Immediate Interrupt Ranged weapon
Requirement: You must be wielding a bow or a crossbow.
Trigger: An ally misses an enemy within range with a ranged attack.
Target: The triggering ally
Effect: The target can reroll the attack with a +4 power bonus.
You switch between fighting in melee and at range, confusing your foe and leaving it vul
nerable to both techniques.
Daily Martial, Stance
Minor Action Personal
Effect: 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 damage equal to your Wisdom modifier. Whenever you hit your quarry with a ranged attack, your next melee attack against your quarry before the end of the encounter deals extra damage equal to your Wisdom modifier.
For a moment, it looked
like you were going to miss.
Daily Martial
Free Action Personal
Trigger: You miss with a ranged at-will attack
Effect: You reroll the attack.
Faint images of the eagle, the owl, the wolf, and other hunting beasts flicker within your eyes as you take on those cre
atures’ extraordinary senses.
Daily Primal
Minor Action Ranged 5
Target: You or one ally
Effect: Until the end of the encounter, the target has darkvision, cannot be blinded, never grants combat advantage, and can see all creatures within 10 squares of him or her.
When your enemy launches his attack, you leap out of the way, leaving yo
ur foe to hit nothing but air.
Daily Martial
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack
Effect: Shift 1 square away from the enemy.
You call forth the primal spirits of wind and storm, sending them howling over the batt
lefield to harass your enemies.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.
Your primal magic imbues you with a power as strong as any armor, granting you
a surge of resilience in combat.
Daily Primal
Minor Action Personal
Effect: You gain temporary hit points equal to your healing surge value + 10.
You have an uncanny knack for being in t
he right place at the right time.
Daily Martial, Stance
Minor Action Personal
Effect: Your speed increases by 2.
With your glittering p
lay of blades, you deflect attacks
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +1 bonus to all defenses against melee attacks and ranged attacks while you are wielding two melee weapons
Amid the chaos of combat, you’re able to calm yourself for an instant
and recover from a harmful effect.
Daily Martial
Standard Action Personal
Effect: Shift a number of squares equal to your Wisdom modifier and make a saving throw. You are no longer marked by any enemy.
Moving as one, you and your beast co
mpanion disappear into the mist.
Encounter Beast, Martial
Minor Action Close burst 2
Prerequisite: You must be trained in Stealth.
Requirement: You and your beast companion must have cover or concealment.
Targets: You and your beast companion in the burst
Effect: 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 squares of you when you use this power.
You use your off-hand w
eapon to deflect an enemy attack.
Encounter Martial, Weapon
Immediate Interrupt Personal
Requirement: You must be wielding two melee weapons.
Trigger: An enemy hits you with a melee or a ranged attack
Effect: You gain a +4 bonus to AC and Reflex against the attack, and you gain 10 temporary hit points.
You and your beast companion draw strength fro
m each other, restoring your vitality.
Daily Beast, Healing, Martial
Minor Action Close burst 5
Targets: You and your beast companion in the burst
Effect: Each target regains hit points as if spending a healing surge.
Your prey can’t hide from you.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you take no attack roll penalty because of concealment or total concealment when you attack your quarry.
You’re accustomed to battling on precarious surfaces, and your sure footing lends you
aid as you dart around the terrain.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you can move at full speed while climbing or balancing, or you can jump a distance up to your speed. You do not grant combat advantage while climbing or balancing, and you can jump down a number of squares equal to your speed without having to make an Acrobatics check to reduce falling damage.
Seeing a foe wound one of your allies fills you with vigor and h
ardens your resolve against the offender.
Daily Healing, Martial
Immediate Reaction Personal
Trigger: An enemy bloodies your ally or reduces your ally to 0 hit points or fewer
Effect: 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.
The spirits of the earth respond to your bidding, forcing up a wall of densel
y packed soil and stone to rout your foes.
Daily Conjuration, Primal
Minor Action Area wall 8 within 10 squares
Effect: You conjure a wall of earth that lasts until the end of your next turn. The wall can be up to 2 squares high and must be on a solid surface. When you use this power, any creature in the wall slides to the nearest unoccupied space outside the wall, sliding the shortest distance possible. The creature then falls prone. The wall is blocking terrain and is immune to damage. When the wall ends, its area becomes difficult terrain until the end of the encounter.
Sustain Minor: The wall persists until the end of your next turn.
Your agile shooting s
tyle keeps you safe from enemy attacks.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, any ranged attack you make does not provoke opportunity attacks.
Unwary foes fall as you take advantage of their distra
ction to hook your weapons into their flesh.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when you make a melee attack against a target that grants combat advantage to you, the target is knocked prone if you hit.
Acting solely on instinct, you evoke primal magic to lend your
allies a surge of speed and combat awareness.
Daily Primal
Free Action Close burst 10
Trigger: You and your allies roll initiative.
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to the initiative check and gains combat advantage until the end of his or her next turn.
You point your bow at the villain who just wound
ed your friend and loose a vengeful arrow.
Encounter Martial, Weapon
Immediate Reaction Ranged weapon
Trigger: A creature within range attacks your ally
Target: The attacking creature
Attack: Dexterity vs. AC, and you gain a power bonus to this attack equal to your Wisdom modifier.
Hit: 2[W] + Dexterity modifier damage.
Attacking as one, you and
your beast companion tear into an opponent.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Your beast companion makes a secondary attack against the target.
Secondary Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage.
Beast: If your companion is a bear, a boar, a lizard, or a snake, the secondary attack deals extra damage equal to your Wisdom modifier.
Your attack flies through the ranks
of closely clustered foes, hurting them all.
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) or Dexterity vs. AC (ranged)
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged), and each enemy adjacent to the target takes damage equal to your Wisdom modifier.
You whirl your blades ferociou
sly, cutting your foe and warding off 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
Effect: You gain a +2 power bonus to all defenses until the end of your next turn. The bonus increases to 4 if either attack hit and to 6 if both hit
You whirl around with blades outstretched, slashing your foes across the legs and causin
g them to fall to the ground in mewling heaps.
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, and you knock the target prone. The target is immobilized until the end of your next turn.
You duck beneath your enemy’
s attack and then step away, striking at range.
Encounter Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy makes a melee attack against you
Effect: You shift a number of squares equal to your Wisdom modifier.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
If your enemies
move too far, you teach them why they shouldn’t.
Encounter Martial, Weapon
Standard Action Area burst 1 within 20
Requirement: You must be wielding a bow or a crossbow.
Target: Each enemy in the burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target leaves the area of the burst before the start of your next turn, you can make a ranged basic attack with a weapon against that enemy as a free action. If that attack hits, the target ends its movement.
Your beast companion darts aroun
d an opponent, leaving it hopelessly sidetracked.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target provokes opportunity attacks from you if it shifts or attacks on its next turn.
Effect: Before or after the attack, your beast companion can shift 1 square. If the beast shifts, the target grants combat advantage to you for other attacks until the end of your next turn.
Beast: If your companion is a cat, a raptor, a spider, or a wolf, it can shift 1 square both before and after the attack.
In a sudden move, you and your companion at
tack the eyes of your foes, making them easy prey.
Encounter Beast, Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is blinded until the end of your next turn.
Effect: Make a secondary attack.
Melee: beast 1
Secondary Target: One creature other than the primary target
Secondary Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage, and the target is blinded until the end of your next turn.
You pepper your enemy with a flurry of pr
ojectiles, leaving it tottering and unable to move.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack. If two of the attacks hit, the target takes 1d6 extra damage. If three of the attacks hit, the target is also immobilized until the end of your next turn.
Your attack brin
gs vengeance to enemies that have hurt your friends.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength (melee or thrown weapon) vs. AC
Hit: 3[W] + Strength modifier damage. If a bloodied ally is adjacent to the target, you push the target 1 square and knock it prone.
You shower enemies with arrows, pinning them down. Any foes that try to move throug
h the area you threaten will suffer the consequences.
Encounter Martial, Weapon
Standard Action Area burst 1 within 20 squares
Target: Each enemy in the burst
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
Effect: Until the end of your next turn, you can make a ranged basic attack as an opportunity action against any enemy that moves into the area of the burst during its turn.
Deaths
falls from above in the form of both arrow and talon.
Encounter Beast, Martial, Weapon
Standard Action Ranged weapon (beast 1)
Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make a secondary attack against the target that is a melee beast 1.
Secondary Attack: Beast’s attack bonus vs. AC
Hit: 1[B] + beast’s Strength modifier damage.
Beast: If your beast companion is a bear, a raptor, or a wolf, the beast can charge in place of the secondary attack.
You launch a volley of three arrows, which streak acr
oss the battlefield with whispered threats of oblivion.
Encounter Martial, Weapon
Standard Action Ranged weapon
Targets: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack.
You swing your blades in let
hal arcs, dousing the battlefield in your enemy’s blood.
Encounter 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: 1[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is weakened until the end of your next turn.
You lash out wit
h your weapons, surprising your enemy with your wildness.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength + 2 vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack. If both attacks hit, the target is dazed until the end of your next turn.
You dart am
ong your foes in a low crouch, striking out on both sides.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 2 squares.
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: You shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: You gain a bonus to AC equal to your Wisdom modifier until the end of your next turn.
You loose a couple of shots at nearby enemies. When your oppo
nents pull out the projectiles, chunks of flesh come with them.
Daily Martial, Reliable, Weapon
Standard Action Ranged weapon
Target: One or two creatures
Attack: Dexterity vs. AC. Make two attack rolls and use the higher result.
Hit: 2[W] + Dexterity modifier damage, and the target is weakened (save ends).
Aftereffect: The target takes ongoing 10 damage (save ends).
Taking adv
antage of your foe’s weakness, you try to land a finishing blow.
Daily Martial, Reliable, Weapon
Standard Action Melee or Ranged weapon
Target: One bloodied creature designated as your quarry
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 5[W] + Strength modifier damage (melee) or 4[W] + Dexterity modifier damage (ranged).
Your arrow injures your enemy, knocking it to the ground or pinning it in place. O
nce your foe is hampered, your beast companion leaps into action.
Daily Beast, Martial, Weapon
Standard Action Ranged weapon (beast 1)
Requirement: You must be wielding a thrown weapon.
Target: One creature
Attack: Strength (thrown weapon) vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends). In addition, the target loses its fly speed (save ends).
Miss: Half damage, and the target loses its fly speed until the end of its next turn.
Effect: Your beast companion shifts 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.
You move swiftly around your enemies, weaving
back and forth and delivering a vicious slash with each soft step.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: One, two, or three creatures
Attack: Strength + 2 vs. AC, three attacks
Hit: 2[W] + Strength modifier damage (first attack; main), 2[W] + Strength modifier damage (second attack; off-hand), and 1[W] + Strength modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn.
Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Effect: After the first attack and after the second attack, you can shift 1 square.
With a well-timed shot, you b
ring down a charging adversary, which skids to a halt at your feet.
Daily Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy makes a charge attack against you
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and you knock the target prone.
Miss: Half damage, and you don’t knock the target prone.
Special: Using this power doesn’t provoke an opportunity attack from the target.
An initial strike hurls your opponent away from
you, and as it stumbles, you heave a sense-rattling chaser after it.
Daily 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: 3[W] + Strength modifier damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Make a ranged secondary attack against the target.
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is not dazed.
With a terrif
ying vocalization, your beast sends nearby enemies lurching in panic.
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: 2d8 + Wisdom modifier psychic damage, and the target is pushed 1 square and dazed (save ends).
Beast: If your companion is a bear, a cat, a snake, or a wolf, the attack deals extra damage equal to your Wisdom modifier.
Miss: Half damage, the target is pushed 1 square, and the target is not dazed.
Your shot marks the target you intend to kill. As you confront your foe in melee, your wea
pons flash in a whirlwind of steel, threatening other enemies as well.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature designated as your quarry
Attack: Dexterity vs. AC
Hit: 4[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, any enemy adjacent to you takes damage equal to 5 + your Wisdom modifier.
Your beast companion clamps down on a foe and rends its flesh.
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 the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of its next turn.
Effect: If the target was already immobilized and your beast companion began the turn adjacent to it, the target takes ongoing 10 damage (save ends).
You loose an a
rrow that pierces your foe, hurls him back, and knocks him off his feet.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. In addition, you push the target a number of squares equal to your Strength modifier, and it is knocked prone.
Miss: Half damage, and you push the target 1 square and it is knocked prone.
You come up behind
your enemy and drive your weapon against its head, leaving it senseless.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 5 damage (save ends). If you have combat advantage against the target, it is also dazed (save ends).
Your arrows pin down everything you see.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, as an immediate reaction when an enemy within 5 squares of you
moves, you can use the Surprising Arrow Attack power.
Daily Martial, Stance, Weapon
Immediate Reaction Ranged weapon
Requirement: The power Surprising Arrow Stance must be active in order to use this power.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target ends its movement.
In a wild onslaught, you unleash three attacks with escalating potential.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons.
Targets: One, two, or three creatures
Attack: Strength vs. AC, three attacks (at least one attack with each weapon)
Hit: 1[W] + Strength modifier damage per attack. If you hit a target twice, you push it a number of squares equal to your Wisdom modifier. If you hit a target three times, it is also dazed until the end of your next turn.
Miss: Half damage per attack.
Special: If you use this power as a ranged attack, it doesn’t provoke opportunity at
tacks.
The first shot is always the toughest.
Daily Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Hit: 2[W] + Dexterity modifier damage per attack.
Miss: Half damage per attack.
Your volley of arrows rains down a
cross your enemies. Among the targets, you pick out a single opponent to kill.
Daily Martial, Weapon
Standard Action Area burst 3 within 10 squares
Target: Each enemy in the burst
Effect: Using your Hunter’s Quarry, you designate one target you can see as your quarry.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Crimson droplets splatter as you slash into all nearby foes.
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 (main weapon and off-hand weapon), two attacks per target
Hit: 1[W] + Strength modifier damage per attack. If you hit a target with one weapon, it takes ongoing 5 damage (save ends). If you hit a target with both weapons, it takes ongoing 10 damage (save ends).
Miss: Half damage per attack, and no ongoing damage.