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Defensive Mobility
Feat
You gain a +2 bonus to AC against opportunity attacks.
Str vs. AC
Melee Basic Attack
At-Will Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Str damage.
Increase damage to 2[W] + Str at 21st level.
Dex vs. AC
Ranged Basic Attack
At-Will Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dex damage.
Increase damage to 2[W] + Dex at 21st level.
Special: Warlocks can use eldritch blast as a ranged basic
attack, and wizards can use magic missile as a ranged
basic attack.
Group Awareness
Elf Racial
At-Will
You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step
Elf Racial
At-Will
You ignore difficult terrain when you shift (even if you
have a power that allows you to shift multiple squares).
Hunter's Quarry
Ranger Feature
At-Will
Once per turn as a minor action, you can designate the nearest enemy to you that you can
see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage
based on your level. The extra damage is based on your level. If you can make multiple
attacks in a round, you decide which attack to apply the extra damage to after all the attacks
are rolled.
The hunter's quarry effect remains active until the end of the encounter, until the quarry is
defeated, or until you designate a different target as your quarry. You can designate one
enemy as your quarry at a time. If you have dealt Hunters Quarry damage since the start of
your turn, you cannot deal it again until the start of your next turn.
The extra damage increases to +2d6 at 11th level and to +3d6 at 21st level.
Prime Shot
Ranger Feature
At-Will
If none of your allies are nearer to your target than you
are, you receive a +1 bonus to ranged attack rolls against
that target.
Healing
Second Wind
Encounter
Standard Action Personal
Once per encounter, you can spend a
healing surge to regain hit points. In
addition to the damage healed, you gain a
+2 bonus to all defenses until the start of your next turn.
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Elven Accuracy
Elf Racial
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's
lower.
Elven Precision: Add +2 to the new attack roll.
Str/Dex +2 vs AC
Ranged Dmg
Careful Attack
Ranger Attack 1
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: Two melee weapons or a ranged
weapon
Target: One creature
Attack: Str + 2 vs. AC (melee) or Dex + 2 vs. AC
(ranged).
Hit: 1[W] damage (melee) or 1[W] damage
(ranged).
Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
Str/Dex vs. AC
Ranged Dmg
Twin Strike
Ranger Attack 1
At-Will Martial, Weapon
Standard Action Melee or Ranged
weapon
Requirement: Two melee weapons or a
ranged weapon
Targets: One or two creatures
Attack: Str vs. AC (melee; main weapon
and off-hand weapon) or Dex vs. AC
(ranged), two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
Str/Dex vs. AC
Ranged Dmg
Two-Fanged Strike
Ranger Attack 1
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: Two melee weapons or a ranged
weapon
Target: One creature
Attack: Str vs. AC (melee; main weapon and off-
hand weapon) or Dex vs. AC (ranged), two attacks
Hit: 1[W] + Str damage (melee) or 1[W] + Dex
damage (ranged) per attack. If both attacks hit,
you deal extra damage equal to your Wis.
Dex vs. AC
Damage
Split the Tree
Ranger Attack 1
Daily Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of
each other
Attack: Dex vs. AC. Make two attack rolls,
take the higher result, and apply it to both
targets.
Hit: 2[W] + Dex damage.
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