Description: You are never satisfied staying in one place and have a passion for discovering what lies around the corner, over the next hill, or perhaps behind this door. Something always urges you to pull up stakes, whether you simply love travel, meeting new people, or learning about ancient cultures.
Prerequisite: Trained in Athletics, Dungeoneering, Endurance, History, or Nature.
Benefit: You gain a +1 bonus to saving throws against effects that slow, immobilize, or restrain you, and a +2 bonus per tier to checks made to escape a grab.
|Focus||Focus 1||Focus 2||Focus 3|
|Ambassador||Fluency: You gain a +1 bonus per tier to Diplomacy and Insight checks, and also gain two bonus languages from those commonly known.||Diplomatic Immunity: Encounter Power, Standard Action, Target: Ranged 10, One creature, Attack: Your level +3 vs. Will, Hit: The target cannot gain line of effect to you or a square you occupy, Miss: You get a +2 to defenses against the target’s attacks until the end of your next turn.||Ambassador Extraordinary: Daily, Healing, Trigger: You and your allies finish an encounter. Effect: You and each ally who can see and hear you gain the benefits of completing a short rest immediately.|
|Guide||Trail Boss: Encounter Power, Free Action, Trigger: Your group makes a group skill check, Effect: For this group skill check, your allies get a +1 bonus per tier to any skill checks with skills for which you are untrained and a +2 bonus per tier to any skill checks for which you are trained.||Shelter: Daily, Minor Action, Effect: Until the end of the encounter, whenever you are in difficult terrain, you have cover against all attacks.||Called Shots: Your critical pools gain “and the target gains vulnerable 5 per tier to all damage until the end of your next turn.”|
|Surveying||Woodcraft: You gain a +1 bonus per tier to Dungeoneering, Nature, and and Perception skill checks. You also gain a +2 bonus to all defenses against traps and natural hazards.||Studied Attack: Encounter Power, Minor Action, Target: You or one ally within 5, Effect: The next attack roll the target makes before the end of your next turn gains a +4 bonus to the attack roll.||Lay of the Land: Daily Power, Immediate Interrupt, Trigger: You roll for initiative, Effect. You may shift up to your speed.|
|Survivalist||Rugged: You gain a +1 bonus per tier to Athletics and Endurance checks. Whenever you gain temporary hit points, you gain +2 temporary hit points per tier.||Scabbed Over: Daily Power, Healing, No Action, Trigger: Combat ends and you are conscious, Effect: You regain hit points as though you had spent a healing surge.||Ruthless: Encounter Power, Free Action, Trigger: You make an attack roll and miss, Effect: You may re-roll the attack. You must abide by the re-roll. Special: If you still miss the attack, you may draw a Hero card.|
|Traveler||They Know Me Here: You gain a +1 bonus per tier to Bluff and Streetwise checks. You gain two bonus languages from those commonly known.||Worn-Out Welcome: Encounter Power, Immediate Interrupt, Trigger: An enemy that grants you combat advantage attacks you, Effect: You shift up to half your speed.||Hard Travels: Daily, Minor Action, Close burst 5 (you and allies in burst), Effect: Each target may lose a healing surge. If they do, they gain +1 movement speed and +2 bonus per tier to Athletics skill checks to climb and swim and Endurance checks until you start a long rest.|