Might of Eden: Spirit Hunter
Posted: August 7, 2009 Filed under: Classes, D&D 4e, Homebrew, RPG, Spirits Of Eden 2 Comments »Rangers are not merely the wildsmen of Eden. Rangers are fast, potent fighters that train in specific styles suited to specific environments. They are the most traditional of all the martial warriors of Eden, committing themselves to a way of battle since an early age and perfecting it. Often, Rangers are trained by masters or elders from their home villages and become deeply entwined with their environments. Whether it be an urban sprawl, or the green forests, or the harsh deserts, or the cold mountains, the Ranger masters his or her environment and adapts his or her style to fight whatever might come.
Rangers are often sought after by people as guides, trackers, guards and assassins. They form a rather small portion of the military strength in Eden, often used as specialists in groups of other warriors, again as guides or scouts.
The least common and most mysterious of the Ranger disciplines is that of the Spirit Hunter, a path spoken of in many tales. In Eden, fighting spirits is a taboo, but in the wilderness, believing in a superstition is more detrimental than helpful. In this environment, a spirit hunter ranger trains and survives, brushing daily with the most awe-inspiring of creatures in Eden, faced with his or her own mortality against the powerful quasi-immortals roaming the land.
A Spirit Hunter knows the ways of the spirits. This ranger has mingled with them, learned sacred words, witnessed and studied their means of changing anything alive via their spirit magic. Their magic has rubbed off on him or her – or perhaps it was there all along. A Spirit Hunter blends the boundary between the weapon arts of man and the wild magic of spirit beasts.
This esoteric knowledge mixed with the know-how of the woodland hunter creates a Ranger altogether very different from urban wanderers with their blades or the rural snipers with their bows. This Ranger is doing magic, whether proper or not, with some understanding of it. Though the Spirit Hunter requires some catalyst, something burn, some liquid to enchant, a weapon to direct at the enemy, an emotion to twist into an advantage, he or she is still doing magic nevertheless.
Features
Spirit Hunter Style: The Spirit Hunter can use any magic melee or ranged weapon as an implement for his or her Ranger powers with the implement keyword. He or she adds the enhancement bonus of his or her weapon to attack and damage rolls with powers that have the Implement keyword.
The Ranger does not add the proficiency bonus of his or her weapon when it is used as an implement.
In addition, when attacking his or her quarry with a Ranger power, the Spirit Hunter can give up his or her Hunter’s Quarry damage for the round to roll the attack roll twice and choose the highest result. If the attack hits, it deals 1 + wisdom modifier extra damage. This improves to 2 + wisdom modifier at 11th level and 4 + wisdom modifier at 21st level. The Spirit Hunter can do this twice per encounter, improving to 3 times at 11th level and 4 times at 21st level.
LEVEL 1 AT WILL POWERS
Chapati Ranger Attack 1
A simple spirit word causes powder upon your arrows to explode, forcing an enemy away.
At-Will @ Martial, Fire, Implement
Requirement: You must be wielding a ranged weapon.
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs Reflex.
Hit: 1d8 + Dexterity modifier fire damage and you slide the target 1 square and shift 1 square.
Level 21: 2d8 + Strength or Dexterity modifier damage.
Sikihi Ranger Attack 1
The sweat and blood falling on your blade turns to acid, burning a stricken enemy.
At-Will @ Martial, Acid, Implement
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex
Hit: 1d8 + Strength modifier acid damage. If the target ends its next turn adjacent to you, it takes 1d8 acid damage.
Level 21: 2d8 + Strength modifier damage and 2d8 extra damage.
Instinctual Strike Ranger Attack 1
You close your eyes to the world and rely on your gut feeling to land a hit.
At-Will @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) + 2 vs AC.
Hit: 1[W] + 2 damage
Miss: 3 damage
Level 21: 2[W] + 4 damage and 6 miss damage.
Deny Escape Ranger Attack 1
You give up a potent shot to slow down an opponent.
At-Will @ Martial, Weapon, Lightning
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. If you have an action point, this damage is lightning damage. If the target is your quarry, you can give up your hunter’s quarry damage for the round and the target is slowed until the end of your next turn.
Level 21: 2[W] + Dexterity modifier damage.
Lightning Steps Ranger Attack 1
Your fleet footed movements help you evade your enemy while striking.
At-Will @ Martial, Weapon, Lightning
Standard Action Melee Weapon
Effect: Before the attack, you can give up your Hunter’s Quarry damage for the round to shift 2 squares. You can move through an enemy’s square during the shift, but cannot end your movement there.
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you can shift 1 square. If you have an action point, this damage is lightning damage.
Level 21: 2[W] + Strength modifier damage.
LEVEL 1 ENCOUNTER POWERS
Flashing Bite Of The Greenhunter Ranger Attack 1
You make a quick strike against an opponent, opening up for a second assault.
Encounter @ Martial, Weapon
Minor Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs AC
Hit: 1[W] damage and you can give up your Hunter’s Quarry damage for the round to gain a +4 power bonus to your next attack roll made before the end of your turn.
Roving Spirit Candle Ranger Attack 1
Your attack casts a burning herb at your opponent that leaves a tell-tale trail of smoke wherever it hides.
Encounter @ Martial, Implement
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs Reflex
Hit: 2d8 + Strength (melee) or Dexterity (ranged) modifier damage.
Effect: Your attacks have combat advantage and ignore concealment against the target until the end of your next turn.
Roiling Fog of Nupke Ranger Attack 1
Your essence turns to smoke as you attack, making you harder to strike.
Encounter @ Martial, Implement
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex
Hit: 2d10 + Strength modifier damage and you have a +2 power bonus to AC until the end of your next turn.
Effect: You have a +4 power bonus to AC against opportunity attacks until the end of your next turn.
Icefalls of Oomash Ranger Attack 1
You fire an arrow engraved with a spirit word that causes your opponent to stumble in pain as though burdened by falling ice.
Encounter @ Martial, Implement, Cold
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage and the target falls prone. If the target stands up before the end of your next turn, you can give up your Hunter’s Quarry damage for the round to deal the target 3 + your wisdom modifier cold damage as an opportunity action and knock it prone again.
LEVEL 1 DAILY POWERS
Roaring Dragon Charge Ranger Attack 1
You rush your opponent and pound through its defenses.
Daily @ Martial, Implement, Force
Standard Action Melee Weapon
Special: You can use this power in place of a melee basic attack at the end of a charge. If you do, you gain a power bonus to the attack roll equal to your wisdom modifier instead of the attack bonus from charging.
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier force damage
Miss: Half damage
Rushing Sapphire Arrow Ranger Attack 1
You pour water and nectar over an arrow and speak words of the spirits, causing a deluge in front of you.
Daily @ Martial, Implement, Cold
Standard Action Close Blast 3
Target: Each creature in blast you can see
Attack: Dexterity vs Reflex
Hit: 3[W] + Dexterity modifier cold damage.
Miss: Half damage
LEVEL 2 UTILITY POWERS
Frantic Leap of the Einotbe Ranger Utility 2
You move fast enough you seem to flit through terrain in an instant.
Encounter @ Martial
Move Action Personal
Effect: You shift a number of squares equal to your wisdom modifier. If you have an action point, you can teleport a number of squares equal to your wisdom modifier instead.
Natural Insight Ranger Utility 2
You channel your familiarity with Nature towards your current goal.
Daily @ Martial
Minor Action Personal
Effect: You gain a +5 bonus to your next Nature, Perception or Heal check made before the end of your next turn. If you are in a Skill Challenge, you can use this power to reroll a failed check with the listed skills made by either you or an ally you can see.
Graceful Crane Ranger Utility 2
You can muster some charisma when it becomes necessary.
Encounter @ Martial
Minor Action Personal
Effect: You gain a +5 bonus to your next untrained charisma-based skill check. If the skill is trained, the roll gets a +2 power bonus instead.
LEVEL 3 ENCOUNTER POWERS
Hunting Form of the Muikara Ranger Attack 3
Your sharp senses track and strike multiple prey.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Effect: You can shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Hellsting Arrow Ranger Attack 3
You douse an arrow in flames and launch it like a furious hell wasp.
Encounter @ Martial, Implement
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier fire damage.
Effect: If the target attacks you or uses a power or item with the Healing keyword before the end of your next turn, it takes 1 + your wisdom modifier fire and poison damage.
Burning Blade Ranger Attack 3
You coat your sword in burning spice which erupts after an attack.
Encounter @ Martial, Implement, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier fire damage.
Effect: You can give up your Hunter’s Quarry damage for the round, and one creature adjacent to either you or the target takes your 3 + your Hunter’s Quarry fire and thunder damage.
Rushing Air of the Plains Ranger Attack 3
An unhindered breeze becomes a terrifying gust at your command.
Encounter @ Martial, Implement
Standard Action Ranged 5
Target: One creature
Attack: Strength or Dexterity vs Reflex
Hit: 2d8 + Strength or Dexterity modifier damage and you have a +2 power bonus to AC and Reflex defense against ranged attacks until the end of your next turn. If the target was prone, it is pushed 2 squares.
LEVEL 5 DAILY POWERS
Threefold Thunders Ranger Attack 5
If you find focus within the storm, your attacks become all the more punishing.
Daily @ Martial, Weapon, Thunder, Reliable
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs AC
Hit: 3[W] + Strength (melee) or Dexterity (ranged) modifier thunder damage and the target suffers ongoing 5 thunder damage (save ends).
Aftereffect: Ongoing 5 thunder damage (save ends).
Entangle Ranger Attack 5
From your arrow or blade twist snake-like vegetation that seizes your enemies.
Daily @ Martial, Implement
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs Fortitude
Hit: 2d8 + Strength (melee) or Dexterity (ranged) modifier damage and the target is immobilized (save ends). If it fails the first saving throw against this condition, it becomes restrained (save ends) instead.
Miss: Half damage and the target is slowed until the end of your next turn.
LEVEL 6 UTILITY POWERS
Hunter’s Soul Ranger Utility 6
Seeing your prey fall grants you greater strength.
Daily @ Martial
Free Action Personal
Trigger: You reduce your quarry to 0 hit points.
Effect: If you do not have an action point, you gain one action point.
Mend Wounds Ranger Utility 6
You utilize resources both magical and not that you’ve discovered and attempt to mend an ally.
Daily @ Martial
Minor Action Melee 1
Target: One creature
Effect: During a short rest, you can roll a Heal check with a +2 bonus. The target recovers that many hit points.
Wind Step Ranger Utility 6
You become weightless like a leaf, and the wind can carry you quite far.
Encounter @ Martial
Prerequisite: You must be trained in athletics.
Move Action Personal
Effect: You can long jump 4 squares or high jump 2 squares (10 feet).
LEVEL 7 ENCOUNTER POWERS
Staggering Shot of the Sikara Ranger Attack 7
An arrow at immeasurable speed opens the way for a fatal strike.
Encounter @ Martial, Weapon
Minor Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage
Effect: Your next attack has combat advantage against the target.
Soul-Stirring Cry of the Apekar Ranger Attack 7
After a furious assault, your enemies are intimidated by your power.
Encounter @ Martial, Weapon
Requirement: You must be wielding two melee weapons.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC (main and off-hand weapons), two attacks
Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, all enemies within 3 squares of you take a penalty to attack rolls against you equal to your wisdom modifier until the end of your next turn.
Bloody Mist of Selvage Ranger Attack 7
Blood from your wounds vaporizes and expands into a red mist that covers your escape.
Encounter @ Martial, Implement
Standard Action Melee or Ranged Weapon
Target: One creature
Effect: The target loses line of sight to you until the end of your next turn.
Attack: Strength (melee) or Dexterity (ranged) vs Reflex
Hit: 2d8 + Strength (melee) or Dexterity (ranged) modifier damage and you can shift 1 square.
LEVEL 9 DAILY POWERS
Spirit-Hunting Arrow Ranger Attack 9
You shoot two arrows, one to pin down the enemy and one into the heavens, letting fate decide.
Daily @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: The target is immobilized and cannot teleport or shift (save ends).
Miss: The target cannot take a move action until the end of your next turn.
Effect: Make a secondary attack against the same target with a power bonus equal to your wisdom modifier.
Secondary Attack: Dexterity vs. AC
Hit: At the end of the target’s next turn, it takes 4[W] + Dexterity modifier damage.
Miss: At the end of the target’s next turn, it 1[W] + Dexterity modifier damage
Spirit of the Forest Ranger Attack 9
Around your quarry grow verdant shadows of the forest that camouflage your attacks.
Daily @ Martial, Weapon, Illusion, Zone
Standard Action Melee Weapon
Target: One creature that is your quarry
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.
Effect: The attack creates a burst 1 zone of illusory vegetation centered around the target until the end of your next turn. If the target moves, the zone moves along with it, remaining centered on it. While in the zone, you have total concealment against the target. When you leave the zone, you gain concealment until the end of your next turn.
Sustain Minor: The zone persists.
LEVEL 10 UTILITY POWERS
Hunter’s Undaunted Step Ranger Utility 10
You gauge the speed of your prey and make sure to keep ahead of it.
Daily @ Martial, Stance
Minor Action Personal
Effect: Whenever you could add your hunter’s quarry damage to an attack, you may choose instead to shift your wisdom modifier squares if the attack is successful. This movement ignores difficult terrain. You can end the stance as a minor action to shift your wisdom modifier squares.
Deft Draw Ranger Utility 10
You can quickly switch your armaments for any situation.
At-Will @ Martial
Minor Action Personal
Special: You can only use this once per round on your turn.
Effect: You put away up to 2 melee weapons in your hands to draw a ranged weapon, or put away a ranged weapon to draw up to 2 melee weapons.
LEVEL 13 ENCOUNTER POWERS
Battering Wave of the Mosir Ranger Attack 13
You blow the enemy out of your way with a brutal attack.
Encounter @ Martial, Weapon, Lightning
Special: You can make this attack in place of a melee basic attack at the end of a charge.
Standard Action Melee Weapon
If you have an action point, this attack is a Close Blast 3.
Target: One creature (Or each creature in blast)
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is pushed 2 squares. If you have an action point, this damage is Lightning damage and the push is 1 + your wisdom modifier squares.
Dive of the Great Roc Ranger Attack 13
Arrows fall upon your enemies like the twin talons of the massive Roc, made heavily weighted by spirit’s words.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature or two creatures adjacent to one another.
Attack: Dexterity vs Reflex, two attacks per target
Hit: 1[W] + Dexterity modifier damage per attack. If you target one creature, each attack deals 2[W] + Dexterity modifier damage instead.
Effect: You can give up your Hunter’s Quarry damage for the round. If you do, you knock the target prone.
Call Nature’s Ally Ranger Attack 13
You whistle a strange sound that disturbs your enemy, giving it the illusion of a predator near it.
Encounter @ Martial, Implement, Thunder, Illusion
Standard Action Ranged 10
Target: One creature
Attack: Strength or Dexterity vs Reflex
Hit: 2d8 + Strength or Dexterity modifier thunder damage. The target grants combat advantage to you and your allies until the end of your next turn.
Effect: If the target takes a move action during its next turn, you can deal your Hunter’s Quarry damage to it as an opportunity action if you have not used your Hunter’s Quarry this turn.
Mamba’s Black Bite Ranger Attack 13
The two strikes from your blade become like the twin fangs of a poisonous snake, envenomed with sheer hate.
Encounter @ Martial, Implement, Necrotic, Acid
Standard Action Melee Weapon
Target: One creature that is your quarry
Attack: Strength vs Reflex, two attacks
Hit: 1[W] + Strength modifier necrotic and acid damage per attack. If both attacks hit, you deal 3 + your wisdom modifier extra damage.
LEVEL 15 DAILY POWERS
Dragon Tornado Ranger Attack 15
You catch your enemies in a storm of blows that reaches even beyond the ends of your blades.
Daily @ Martial, Implement
Standard Action Close Burst 3
Target: Each enemy in burst you can see
Attack: Strength vs. Reflex; two attacks.
Hit: 1[W] + Strength modifier damage per attack.
Miss: 1[W] damage per attack.
Trace of the Arrow Ranger Attack 15
Your arrow stirs the windblown essence from one enemy to the next.
Daily @ Martial, Implement, Lightning, Reliable
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3d10 + Dexterity modifier lightning damage. One other creature in range you can see takes this damage as well.
LEVEL 16 UTILITY POWERS
The Emerald Flash Ranger Utility 16
You move at such speeds that none can seem to see or impede your path.
Encounter @ Martial, Teleport
Move Action Personal
Effect: You teleport 4 squares.
Hunter’s Trophy Ranger Utility 16
You savor the conquering of your prey.
Daily @ Martial
Immediate Reaction Personal
Trigger: You reduce your quarry to 0 hit points.
Effect: You can spend a healing surge. If you have not spent your Hunter’s Quarry for this round, you can roll your Hunter’s Quarry damage dice to regain that many extra hit points.
LEVEL 17 ENCOUNTER POWERS
Shredding The Hide Ranger Attack 17
Your blades tear apart your enemy’s defense like a bear ripping the skin off its prey.
Encounter @ Martial, Weapon
Requirement: You must be wielding two melee weapons.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Fortitude (main and off-hand weapons), two attacks
Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, you can give up your Hunter’s Quarry damage for the round to inflict a 3 + your wisdom modifier penalty to AC on the target until the end of your next turn.
Hobbling Prey Ranger Attack 17
A precise shot renders the enemy clumsy and turns the entire battlefield into an insurmountable obstacle.
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 and grants you combat advantage until the end of your next turn. As long as the target is slowed, all of its movement across difficult terrain provokes opportunity attacks (even if it shifts).
Predatory Haste Ranger Attack 17
You burn essence to increase your speed tenfold, surging around the battlefield and savaging a near-helpless opponent.
Encounter @ Martial, Implement
Standard Action Melee Weapon
Effect: Before and after each attack, you can shift 2 squares.
Target: One or two creatures
Attack: Strength vs. Reflex, two attacks
Hit: 1[W] + Strength modifier damage per attack. If each attack targets a different creature, each attack deals 2[W] + Strength modifier damage instead.
Leaves Fallen Downstream Ranger Attack 17
You aim your bow forward, but the sting of your arrows is felt elsewhere, carried across seemingly by the sound of your voice.
Encounter @ Martial, Implement, Thunder
Standard Action Ranged Weapon
Target: One creature that is your quarry
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage and you can make a secondary attack.
Secondary Target: One or two creatures in range other than the primary target.
Secondary Attack: Dexterity vs Will
Hit: 3d6 + Dexterity modifier thunder damage.
LEVEL 19 DAILY POWERS
Predatory Rage of the Chikuni Ranger Attack 19
You dampen your mind and feed on the savagery of battle to ignore pain.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage
Effect: You gain Regeneration 5 + wisdom modifier until the end of the encounter.
Flood of Arrows Ranger Attack 19
You let fly arrow after arrow from your bow, caught in the midst of a deadly momentum.
Daily @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC. Attack until you miss or up to 5 times. As soon as an attack misses, this attack ends.
Hit: 1[W] + Dexterity modifier damage.
Miss: The miss which ends the attack deals half damage, and the target takes an additional 3 damage for each attack that would have been made had you not missed.
Wall of Vines Ranger Attack 19
A quick recitation of a few garbled spirit words causes a seed in your hands to grow into a wall of flailing vines.
Daily @ Martial, Conjuration
Standard Action Area Wall 6 Within 10 Squares
Effect: You conjure a wall of flailing tentacular vines. The wall can be up to 4 squares high and must be on a solid surface, and lasts until the end of your next turn. The wall blocks line of sight. Entering a wall square costs 2 extra squares of movement. If a creature starts its turn adjacent to or in one of the squares of the wall’s space, it takes 4d6 damage and is pulled, pushed or slid your wisdom modifier squares.
Sustain Minor: The wall persists.
LEVEL 22 UTILITY POWERS
Hearing the Air Ranger Attack 22
You focus your senses on the subtlest of movements, and find enemies otherwise hidden.
Daily @ Martial
Minor Action Personal
Effect: You gain blindsight 5 + your wisdom modifier and a +2 power bonus to AC and Reflex defenses until the end of the encounter.
Unbound Athleticism Ranger Attack 22
You become able to maneuver in any terrain.
Encounter @ Martial
Move Action Personal
Effect: You climb, swim, long jump or high jump your speed + strength or dexterity modifier (whichever is highest) squares.
LEVEL 23 ENCOUNTER POWERS
Bottomless Quiver Ranger Attack 23
You seize numerous arrows at a time from your quiver and fire them all upon your enemies.
Encounter @ Martial, Weapon
Standard Action Area Burst 2 Within 20 Squares
Requirement: You must be wielding a ranged weapon.
Target: Up to three creatures in burst
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. You can give up your Hunter’s Quarry for the round, and if you do you this attack deals 3 + your wisdom extra damage.
Shatter the Firmament Ranger Attack 23
A storm of blows punches through your opponent’s every defense.
Encounter @ Martial, Weapon, Lightning
Standard Action Melee Weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main and off-hand weapons), two attacks
Hit: 2[W] + Strength modifier lightning damage per attack. If both attacks hit, until the end of your next turn all of the target’s defenses become equal to its lowest defense.
Great Quake Ranger Attack 23
The living pulse of your body reverberates through your blade and into the ground, where it increases tenfold.
Encounter @ Martial, Implement, Thunder
Requirement: You must be wielding a melee weapon.
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier thunder damage and you knock the target prone. If the target stands up before the start of your next turn, it takes 5 + your wisdom modifier damage and cannot shift during that turn.
Arrow Through The Soul Ranger Attack 23
You fire off an arrow that vanishes as it touches an opponent and leaves it completely petrified.
Encounter @ Martial, Implement, Force
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Will
Hit: 2d6 + Dexterity modifier damage and the target is stunned until the end of your next turn.
LEVEL 25 DAILY POWERS
Natural Force Ranger Attack 25
Wind, hail, rain; you become every nightmarish storm your opponent could have possibly envisioned, sweeping through the battle with little regard.
Daily @ Martial, Implement, Force, Cold
Standard Action
Effect: You can shift your speed + 4. Whenever you enter a square adjacent to a creature, make the following attack against it.
Attack: Strength or Dexterity vs. Reflex
Hit: 4d6 + Strength or Dexterity modifier cold and force damage.
Miss: Half damage
Invisible Stalker Ranger Attack 25
Your prey is maddened by fear and unable to see you.
Daily @ Martial, Implement, Illusion, Stance
Standard Action Melee or Ranged Weapon
Target: One creature that is your quarry
Attack: Strength (melee) or Dexterity (ranged) vs. Will
Hit: 4[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Miss: Half damage
Effect: You can give up your Hunter’s Quarry damage for the duration of the encounter. If you do, you are invisible to your quarry until the end of the encounter. You can end the stance as a minor action to regain the use of your Hunter’s Quarry.
Invincible Arrow Ranger Attack 25
No barrier can stop this shot.
Daily @ Martial, Weapon, Reliable
Standard Action Ranged Weapon
Target: One creature that is your quarry
Attack: Dexterity vs Reflex; this attack ignores cover and concealment (including total cover and total concealment).
Hit: 5[W] + Dexterity modifier damage.
LEVEL 27 ENCOUNTER POWERS
Blade of Black Doubt Ranger Attack 27
You find your step and move in to attack, each strike further unbalancing your opponent’s stance.
Encounter @ Martial, Weapon, Thunder, Lightning
Standard Action Melee Weapon
Requirement: You must be wielding two melee weapons.
Effect: You can shift 1 square before or after the attack.
Target: One creature
Attack: Strength vs. AC, alternate main and off-hand attacks until you have made four attacks or you miss. The first time you miss, the attack ends.
Hit: 1[W] + Strength modifier thunder and lightning damage per attack. You gain a bonus to all defenses equal to the number of successful attacks until the end of your next turn.
The Wind Blown From Paradise Ranger Attack 27
Your essence extends into your bow as you unleash a many-colored arrow of various temperaments.
Encounter @ Martial, Implement, Fire, Cold, Lightning
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier fire, cold, lightning and acid damage. Depending on the target’s vulnerabilities, the following conditions are applied until the end of your next turn.
•Fire: The target is weakened.
•Cold: The target is slowed.
•Lightning: The target cannot shift.
If the target is not vulnerable to these keywords, it gains vulnerability 10 against any one of those keywords of your choice instead.
The Whistling Cry of the Wastes Ranger Attack 27
Dodging the steel of your blade means nothing; your blade is everywhere around your enemy.
Encounter @ Martial, Implement, Thunder, Psychic
Immediate Reaction Melee 1
Trigger: You miss with a melee attack.
Effect: You can give up your Hunter’s Quarry damage for this round and make the following attack against the same target as the triggering attack.
Attack: Strength vs. Will
Hit: 6d6 + Strength modifier thunder and psychic damage.
LEVEL 29 DAILY POWERS
Predator’s Sense Ranger Attack 29
A glimpse of insight, the clarity of a beastly mind; you let the world bleed from in front of you, make steel your eyes, and gaze upon the enemy.
Daily @ Martial, Implement, Stance, Healing
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. Reflex
Hit: 4W] + Strength (melee) or Dexterity (ranged) modifier damage.
Miss: Half damage
Effect: You can shift 2 squares as a minor action, and all enemies are treated as being your quarry and take extra damage equal to your wisdom modifier whenever you apply your Hunter’s Quarry damage. You can end the stance as a minor action to spend a healing surge.
King of Beasts Ranger Attack 29
Like a lion you blitz across the battlefield, and few of your prey can escape your grasp.
Daily @ Martial, Weapon, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 5[W] + Strength modifier damage and you can shift your speed.
Miss: Half damage
Effect: Whenever you make a successful melee attack against an enemy, you give up your Hunter’s Quarry damage for the round to shift your speed as a free action. You can end the stance as a minor action to shift your speed.
Paragon Path: Urban Assassin
My anger will live on past your lifetime – I will guarantee that today.
Prerequisite: Ranger, trained in Streetwise, 11th level
Not all rangers seek the wilderness for sustenance. The city is its own jungle and it is filled with prey. You are a hunter who’s prey resides in a more complex environment. You navigate the urban strata and kill when your prey least expects it – an arrow from outside a window, a sword from under a cloak, ensuring a swift death. You might work for money, or perhaps you just want to voice constructive displeasure towards certain folks in the big city. You might be doing this alone, accompanied or under oath. But whoever’s face is burned into your mind will never again be seen to breath, if you can help it.
URBAN ASSASSIN PATH FEATURES
Urban Hunter’s Action (11th level): Whenever you spend an action point to take an extra action, and use that action to make a basic attack, that attack adds your Hunter’s Quarry damage as extra damage.
Sure To Kill (11th level): At the start of an encounter, you can designate any one non-Solo creature you can see as your quarry as a free action. While that creature lives, you cannot select any other creature as your Hunter’s Quarry. Whenever you apply your Hunter’s Quarry damage to that creature, you can reroll all rolls of 2 or less on your Hunter’s Quarry damage dice.
Urban Mobility (11th level): You can high jump 10 feet or long jump 2 squares as a move action.
Wall Climber (16th level): You gain a climb speed of 4 squares (20 feet) but you can only climb man-made surfaces. You must climb at least 2 squares (10 feet) in any direction each turn or you fall off whatever surface you were climbing. You grant combat advantage to enemies while climbing.
URBAN ASSASSIN POWERS
Into The Heart Urban Assassin Attack 11
Your enemy never saw it coming until the blood began to flow.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature that is your quarry
Attack: Strength (melee) or Dexterity (ranged) vs Fortitude
Hit: 1[W] + Strength (melee) or Dexterity (ranged) modifier damage and the target is slowed until the end of your next turn. If you have combat advantage against the target, this attack deals 2[W] extra damage, 3[W] instead if the target is also bloodied.
Special: You can make this attack as an opportunity attack.
Cold-Blooded Murder Urban Assassin Utility 12
A bleeding wound is the easiest to strike at.
Daily @ Martial
Minor Action Melee 1 or Ranged sight
Target: One creature you can see that is your quarry.
Effect: The target grants you combat advantage until the end of your next turn. If the target is bloodied, you can give up your Hunter’s Quarry damage for the round, and your next attack against the target scores a critical hit on a roll of 11 or higher.
Score To Settle Urban Assassin Attack 20
You don’t think you’ve ever wanted to kill someone more.
Daily @ Martial, Weapon, Reliable
Standard Action Melee or Ranged Weapon
Target: One creature designated by your Sure To Kill path feature.
Attack: Strength (melee) or Dexterity (ranged) vs AC
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage. You can add your level to this damage in place of your Hunter’s Quarry damage dice. In addition, if the target is bloodied, this attack deals 1[W] extra damage.
Paragon Path: Wildlands Walker
Footsteps in the dust, undaunted, I beseech the earth to let me pass and let my enemies fall.
Prerequisites: Ranger, Spirit Hunter Style, 11th level
Part of the majesty of spirits are the lands that they inhabit. You can feel the touch of a spirit’s presence in the very air you breathe and the soil you touch. Without them the land would surely be different.
You can bring forth the spirit wilds wherever you go through the spirit’s own gifts. You can draw that nourishing air from even the faintest traces of spirit magic in the soil or breeze. You can conquer and shape any natural terrain and even the most unnatural.
WILDLANDS WALKER PATH FEATURES
Walker’s Action (11th level): Whenever you spend an action point, you can ignore difficult terrain until the end of your turn.
Nourishing Wind (11th level): You can use Second Wind an extra time during an encounter.
Trail Runner (11th level): While you are occupying a square of difficult or hindering terrain, your Hunter’s Quarry gains a +4 bonus to damage against creatures also occupying a square of difficult or hindering terrain.
Terrain Master (16th level): Terrain gives you little to fear. You have a +2 bonus to all skill checks against Challenging Terrain. You have Resistance 10 against all damage caused by hindering terrain and ignore penalties to speed from Difficult Terrain. You do not give combat advantage to an enemy if you would give it from being on difficult or hindering terrain.
WILDLANDS WALKER POWERS
Wildlands Boundary Wildlands Walker Attack 11
Your aura hedges out the enemy and puts you on favorable ground.
Encounter @ Martial, Implement, Force, Zone
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Strength or Dexterity vs Fortitude
Hit: 2d6 + Strength or Dexterity modifier damage and the target cannot attack you until the end of your next turn.
Effect: You can spend your Hunter’s Quarry damage for the round. If you do, the burst creates a zone of difficult terrain until the end of your next turn. Creatures that start their turns in the zone take cold or fire (your choice) damage equal to your Hunter’s Quarry damage dice. You can end this effect as a minor action.
Traveller’s Steps Wildlands Walker Utility 12
Brambles retreat and ditches close under the weight of your boots.
Daily @ Martial, Stance
Standard Action Melee 1
Target: One zone or area of difficult or hindering terrain.
Effect: Until the end of your next turn, you and your allies ignore the effects, including damage, of the target zone, difficult or hindering terrain.
Sustain Minor: The effect persists.
Terramorphosis Wildlands Walker Attack 20
The wilds change their shapes at your command.
Daily @ Martial, Implement
Standard Action Ranged sight
Target: Each enemy standing in a zone or area of difficult or hindering terrain that you can see.
Attack: Strength or Dexterity vs Reflex
Hit: 2d6 + Strength or Dexterity modifier damage and the target falls prone and is immobilized (save ends). If the zone or terrain would deal damage, it deals its damage to your enemies now. Until the end of your next turn, your allies standing in difficult or hindering terrain or in a zone ignore all conditions and penalties inflicted by that zone or terrain.







As a note, this build DOES have associated feats. They’re in the Eden Feats section.
**** YEAH! This is tied with the Scholar Warlord for my favorite, and I love that you included two Paragon Paths.
The giving up of Quarry as a mechanic is a badass idea by the way, very inventive. It fits my original concepts of Telicis so well it’s scary.