Monster-Hunter

Description: You hunt and destroy dangerous beasts, whether out of pride, boredom, duty, or even in search of trophies. You excel at stalking creatures that make others quake in fear, though your exploits may earn you enemies among the beasts you hunt.

Benefit: If you have combat advantage against an enemy larger than medium-sized, you can critical on an attack roll of 19 or 20. Also, whenever you score a critical hit on an enemy larger than medium-sized, you deal +1d6 damage per tier in addition to your weapon or implement’s critical pool.

Focus Focus 1 Focus 2 Focus 3
Challenge Taunt: If you are adjacent to a large or larger enemy, it gets a -1 penalty to attack rolls with any attack that does not include you as a target. Enrage: Standard Action, Encounter Power, Target: Ranged 10, 1 enemy, Attack: Your highest ability modifier + 3 vs. Will, Hit: Pull the target a number of squares equal to its speed to a square adjacent to you, and the target grants you combat advantage until the end of your next turn. Thorns: Daily, Stance, Minor Action, Effect: Until the end of the encounter or the stance ends, any enemy that ends its turn adjacent to you takes damage equal to your highest ability modifier.
Evasion Dive For Cover: Encounter power, Immediate Reaction, Trigger: An enemy hits you with a close or area power, Effect: You take half damage from the triggering attack. Dodge and Weave: When you take the run action, you do not grant combat advantage and gain a +1 bonus to your Reflex defense until the start of your next turn. Quick Thinking: Daily Power, Immediate Reaction, Trigger: An adjacent enemy becomes dazed or stunned, Effect: You may make a basic attack against the triggering enemy and then move squares equal to half your speed as a free action.
Opportunist Pile On: Encounter Power, Immediate Reaction, Trigger: An ally you can see draws a Hero card, Effect: You may draw a Hero card. Make It Hurt: Dice in your critical pools have Brutal 1. When It Counts: Daily Power, Standard Action, Melee or Ranged Weapon, Target: 1 creature, Attack: Your level +3 vs. Reflex, Hit: 2 {W} + your highest ability modifier damage, and the target grants combat advantage (save ends), Miss: Half damage, and the target grants combat advantage until the end of your next turn, Special: This attack deals +1d6 damage for each Monster card the DM holds, and these increase to d8s and d10s at paragon and epic tier.
Stalking Bait and Switch: Encounter, Move, Target: An adjacent enemy, Effect: You may shift through the target’s space to any square that would flank with your previous space, and the target grants you combat advantage against the next attack you make against it before the end of your next turn. Stealthy Hunter: You do not take a penalty to Stealth checks for moving more than 2 squares unless you are running. Sudden Sniper: Daily Power, Ranged Weapon, Target: One or two creatures, Attack: Your level +3 vs. Reflex, Hit: 2 {W} + your highest ability modifier damage. Special: If you were hidden from the targets when you made this attack, it can critical on an 18-20 on the attack roll.
Trophies Grisly Reminder: After completing a rest, you may equip a trophy. Choose from Beast, Living Humanoid, or Magical Beast. Against creatures of the chosen type, you gain a +2 bonus to damage rolls. You also gain a +2 to Intimidate checks while you have a trophy equipped. Accomplished Hunter: As Grisly Reminder, but you add Dragon, True Elemental, and Undead to your list, and the bonus to damage and Intimidate increases to +4. Master Hunter: As Grisly Reminder, but you add Aberration, Angel, Demon, and Devil to your list, the bonus to damage and Intimidate increases to +6, and you may equip two trophies at once (their effects do not stack against an enemy with more than one trophy type).

Monster-Hunter

Twilight Lands Throneworld