Ranger (Hunter)

CLASS TRAITS

Role: Controller.
Power Source: Martial and Primal.
Key Abilities: Dexterity, Wisdom

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +1 Fortitude, +1 Reflex.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex).

Class features: Archery Style, Aspects of the Wild (Hunter), Disruptive Shot, Expert Archer, Ranger Wilderness Knacks, Weapon Talent.

Some heroes are more at home among the trees or in open fields than they are when walking the streets of a city. In ages past, rangers kept the peace along the farthest frontiers of civilization, wandering the land to root out monsters and keep the roads clear of threats. Today, the empires of old are long gone, their roads fallen into ruin. Yet even as the encroaching darkness grows ever bolder, rangers continue the valiant fight to keep the borderlands safe and secure. So well do they perform this task that many of those on the frontier never realize the debt they owe to those who protect them.
    Many common folk are suspicious of rangers, knowing their kind only as loners who have no ties to kin or community. Indeed, some rangers eventually become little more than hermits watching over specific areas of the wild. However, as the darkness encroaches upon civilization, many rangers take on a protective role that prompts them to wander throughout all settled lands.
    A ranger’s abilities reflect the divide between civilization and wilderness. Although rangers learn to master weapons, most commonly bows and those used in two-weapon fighting, they augment this martial training with their knowledge of primal magic. A ranger in the wild counts on his or her woodcraft and mastery of magic to survive.

RANGER (HUNTER) CLASS FEATURES



Level 1:

ARCHERY STYLE
You gain one of the following features depending on your choice of ranged weapon.

Bow Hunter
You gain the Bow Expertise feat.

Crossbow Hunter
You gain the Crossbow Expertise feat.
    Also, if a crossbow you wield has the load minor property, you can instead reload it as a free action.

ASPECTS OF THE WILD (HUNTER)
You gain two of the following powers of your choice.

Ranger Utility Aspect of the Cunning Fox

Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open escape route at hand.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
    * You take only half damage from attacks made against you during your turn.
    * Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.


Ranger Utility Aspect of the Dancing Serpent

You move like a snake, darting here and there, never remaining within reach of your foe.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
    * You can take a free action at the end of each of your turns to shift 1 square.
    * When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
        Level 11: The bonus to the damage roll increases to +2.
        Level 21: The bonus to the damage roll increases to +3.


Ranger Utility Aspect of the Lone Wolf

Like the lone wolf, you learn to pick off the weakest of your enemies with quick and brutal efficiency.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lone wolf. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
    * At the start of each of your turns, you learn the location of every hidden, bloodied enemy within 5 squares of you.


Ranger Utility Aspect of the Lurking Spider

Like a spider, you lie in ambush and wait until your foe comes near before launching your attack.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
    * You gain a +2 power bonus to Stealth checks.
    * You gain a +5 power bonus to Athletics checks made to climb.
    * While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
        Level 11: The bonus to damage rolls increases to +3.
        Level 21: The bonus to damage rolls increases to +4.


Ranger Utility Aspect of the Pack Wolf

You fight as a member of the pack, turning your allies’ positions to your advantage.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
    * You do not provoke opportunity attacks when leaving squares adjacent to your allies.
    * When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
        Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
        Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.


Ranger Utility Aspect of the Pouncing Lynx

Like a hunting cat, you have learned to strike hard and fast.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
    * You gain a +4 power bonus to initiative checks.
    * During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
    * You gain a power bonus to all defenses against opportunity attacks that you provoke by moving. The bonus equals your Wisdom modifier.


Ranger Utility Aspect of the Regal Lion

You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
    * You gain a +2 power bonus to all defenses against such enemies.


Ranger Utility Aspect of the Seeking Falcon

You take on the aspect of the falcon, gaining its keen eyes and striking a fellowship with the primal winds, which carry your attacks ever farther.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the seeking falcon. Until the stance ends, you gain the following benefits.
    * You ignore the penalty to attack rolls for making a ranged weapon attack at long range.
    * You gain a +2 power bonus to speed.
    * You gain a +2 power bonus to Perception checks.


DISRUPTIVE SHOT
You gain the disruptive shot power.

Ranger Attack Disruptive Shot

Through a combination of careful aim and perfect timing, your shot ruins your foe’s plans.

Encounter        Martial, Weapon
Standard Action      Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends).
    Level 17: 2[W] + Dexterity modifier damage.
    Level 27: 3[W] + Dexterity modifier damage.

Miss: Half damage, and the target is slowed until the end of your next turn.


EXPERT ARCHER
You gain the following three powers.

Ranger Attack Aimed Shot

Your mastery of the bow allows you to disregard cover, concealment, or some other hindrance.

At-Will        Martial
Standard Action      Personal

Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.


Ranger Attack Clever Shot

By carefully judging your target’s stance, you unleash a shot that sends the enemy tumbling.

At-Will        Martial
Standard Action      Personal

Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
    * You slide the target up to 2 squares.
    * The target falls prone.
    * The target is slowed (save ends).


Ranger Attack Rapid Shot

You take careful aim at a group of enemies before unleashing a succession of arrows.

At-Will        Martial
Standard Action      Personal

Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack’s range. You take a -2 penalty to the attack rolls.


RANGER WILDERNESS KNACKS
You gain two of the following abilities of your choice.

Ambush Expertise (Ranger)
Whenever you make a Stealth check, each ally within 10 squares of you gains a +2 bonus to his or her next Stealth check before the end of your next turn.

Beast Empathy (Ranger)
You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.

Mountain Guide (Ranger)
Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit.

Watchful Rest (Ranger)
When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.

Wilderness Tracker (Ranger)
During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.

WEAPON TALENT
You gain a +1 bonus to the attack rolls of weapon attacks.

Level 2:

LEVEL 2 HUNTER UTILITY POWER
You gain one of the following powers of your choice.

Ranger Utility 2Bridge of Roots

The primal energy you draw from the ground calls forth a churning mass of great roots that can cover even the most dangerous ground.

Daily        Primal, Zone
Minor Action      Area burst 2 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. At least one square of the zone must be on a solid surface. You and your allies can ignore hindering terrain and difficult terrain in the zone. In addition, any portion of a pit, chasm, or similar feature within the zone becomes safe, passable ground.

  Move Action: You move the zone up to 5 squares, keeping at least one square on a solid surface.


Ranger Utility 2Entangling Roots

Thick roots emerge from the ground in response to your command, and your foes stumble as they try to slip through them.

Daily        Primal, Zone
Minor Action      Area burst 2 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain for your enemies. When any enemy charges, its movement cannot include any square of the ground in the zone.


Ranger Utility 2Stalker's Mist

A thick fog settles over the area, blocking sight and muffling sound. Though the fog confounds other creatures, you can see through it with ease.

Daily        Primal, Zone
Minor Action      Area burst 1 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.

  Move Action: You move the zone up to 5 squares.


Level 3:

LEVEL 3 IMPROVED DISRUPTIVE SHOT
You gain one more use of disruptive shot per encounter, but you can still use it only once per turn.

Level 4:

LEVEL 4 WILDERNESS KNACK
You gain one additional wilderness knack.

Level 5:

REACTIVE SHIFT
You gain the reactive shift power.

Ranger Utility 5Reactive Shift

You keep one eye on the fight around you at all times, so that you can slip away from an enemy that moves too close.

Encounter        Martial
Immediate Reaction      Personal

Trigger: An enemy you can see ends its turn adjacent to you.

Effect: You shift a number of squares up to your Wisdom modifier.


WEAPON MASTERY
You gain a +1 bonus to the damage rolls of weapon attacks.

Level 6:

LEVEL 6 HUNTER UTILITY POWER
You gain one of the following powers of your choice.

Ranger Utility 6Healing Lore

The primal power you call upon allows access to the deepest reserves of strength.

Daily        Healing, Primal
Minor Action      Close burst 5

Target: You or one ally in the burst

Effect: The target can spend a healing surge.


Ranger Utility 6Leaf Wall

Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies.

Daily        Conjuration, Primal
Minor Action      Area wall 5 within 10 squares

Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.


Ranger Utility 6Thorn Ward

A shimmering tangle of briars appears before you. It seems harmless, but as a foe moves through it, the briars lash out like a living creature.

Daily        Primal, Zone
Minor Action      Area burst 1 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes damage equal to your Wisdom modifier.

  Move Action: You move the zone up to 5 squares.


Level 7:

LEVEL 7 ASPECT OF THE WILD (HUNTER)
You gain one additional aspect of the wild.

Ranger Utility Aspect of the Cunning Fox

Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open escape route at hand.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
    * You take only half damage from attacks made against you during your turn.
    * Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.


Ranger Utility Aspect of the Dancing Serpent

You move like a snake, darting here and there, never remaining within reach of your foe.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
    * You can take a free action at the end of each of your turns to shift 1 square.
    * When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
        Level 11: The bonus to the damage roll increases to +2.
        Level 21: The bonus to the damage roll increases to +3.


Ranger Utility Aspect of the Lone Wolf

Like the lone wolf, you learn to pick off the weakest of your enemies with quick and brutal efficiency.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lone wolf. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
    * At the start of each of your turns, you learn the location of every hidden, bloodied enemy within 5 squares of you.


Ranger Utility Aspect of the Lurking Spider

Like a spider, you lie in ambush and wait until your foe comes near before launching your attack.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
    * You gain a +2 power bonus to Stealth checks.
    * You gain a +5 power bonus to Athletics checks made to climb.
    * While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
        Level 11: The bonus to damage rolls increases to +3.
        Level 21: The bonus to damage rolls increases to +4.


Ranger Utility Aspect of the Pack Wolf

You fight as a member of the pack, turning your allies’ positions to your advantage.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
    * You do not provoke opportunity attacks when leaving squares adjacent to your allies.
    * When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
        Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
        Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.


Ranger Utility Aspect of the Pouncing Lynx

Like a hunting cat, you have learned to strike hard and fast.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
    * You gain a +4 power bonus to initiative checks.
    * During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
    * You gain a power bonus to all defenses against opportunity attacks that you provoke by moving. The bonus equals your Wisdom modifier.


Ranger Utility Aspect of the Regal Lion

You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
    * You gain a +2 power bonus to all defenses against such enemies.


Ranger Utility Aspect of the Seeking Falcon

You take on the aspect of the falcon, gaining its keen eyes and striking a fellowship with the primal winds, which carry your attacks ever farther.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the seeking falcon. Until the stance ends, you gain the following benefits.
    * You ignore the penalty to attack rolls for making a ranged weapon attack at long range.
    * You gain a +2 power bonus to speed.
    * You gain a +2 power bonus to Perception checks.


LEVEL 7 IMPROVED DISRUPTIVE SHOT
You gain one more use of disruptive shot per encounter, but you can still use it only once per turn.

Level 8:

LEVEL 8 WILDERNESS KNACK
You gain one additional wilderness knack chosen from the options given at level 1.

Level 9:

CLOSE COMBAT ARCHERY
Your ranged attacks don’t provoke opportunity attacks.

Level 10:

LEVEL 10 HUNTER UTILITY POWER
You gain one of the following powers of your choice.

Ranger Utility 10Eyes of the Owl

The spirits of the night grant you enhanced senses.

Daily        Primal
Minor Action      Close burst 5

Target: You and each ally in the burst

Effect: Each target gains both darkvision and a +2 power bonus to Perception checks until the end of the encounter.


Ranger Utility 10Hunter's Thorn Trap

Your primal magic forms invisible thorns that lurk just below the surface of the ground. When a foe steps on their location, they erupt to rend and tear flesh.

Encounter        Primal, Zone
Minor Action      Ranged 10

Target: One square

Effect: The target becomes a zone that lasts until the end of the encounter or until an enemy enters it. Without a Perception check (DC 10 + your level + your Wisdom modifier), your enemies notice neither the zone nor your use of this power. When an enemy enters the zone, the enemy takes 5 + your Wisdom modifier damage, and it is immobilized until the end of your next turn.


Ranger Utility 10Verdant Flames

Eldritch green flames wrap around your enemies, hampering their ability to defend themselves or hide from you.

Daily        Fire, Primal, Zone
Minor Action      Area burst 1 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. Enemies grant combat advantage and take a –5 penalty to Stealth checks while in the zone. Any enemy that ends its turn in the zone takes fire damage equal to your Wisdom modifier.

  Move Action: You move the zone up to 5 squares.


Level 13:

LEVEL 13 IMPROVED DISRUPTIVE SHOT
When you hit with disruptive shot, you can blind the target until the end of your next turn, instead of immobilizing or dazing it.
    In addition, you gain a feature depending on your choice of ranged weapon.

Punishing Quarrel
When you hit with disruptive shot using a crossbow, you also push the target up to 3 squares.

Volley of Arrows
When you hit with disruptive shot using a bow, each enemy adjacent to the target takes damage equal to your Wisdom modifier.

Level 15:

PARAGON WEAPON MASTERY
The bonus to damage rolls granted by your Weapon Mastery class feature increases to +2.

Level 16:

LEVEL 16 HUNTER UTILITY POWER
You gain one of the following powers of your choice.

Ranger Utility 16Embrace the Wild

Faint images of the eagle, the owl, the wolf, and other hunting beasts flicker within your eyes as you take on those creatures’ 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.


Ranger Utility 16Howling Winds

You call forth the primal spirits of wind and storm, sending them howling over the battlefield 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.


Ranger Utility 16Wall of Earth

The spirits of the earth respond to your bidding, forcing up a wall of densely 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.


Level 17:

LEVEL 17 ASPECT OF THE WILD (HUNTER)
You gain one additional aspect of the wild.

Ranger Utility Aspect of the Cunning Fox

Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open escape route at hand.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
    * You take only half damage from attacks made against you during your turn.
    * Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.


Ranger Utility Aspect of the Dancing Serpent

You move like a snake, darting here and there, never remaining within reach of your foe.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
    * You can take a free action at the end of each of your turns to shift 1 square.
    * When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
        Level 11: The bonus to the damage roll increases to +2.
        Level 21: The bonus to the damage roll increases to +3.


Ranger Utility Aspect of the Lone Wolf

Like the lone wolf, you learn to pick off the weakest of your enemies with quick and brutal efficiency.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lone wolf. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
    * At the start of each of your turns, you learn the location of every hidden, bloodied enemy within 5 squares of you.


Ranger Utility Aspect of the Lurking Spider

Like a spider, you lie in ambush and wait until your foe comes near before launching your attack.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
    * You gain a +2 power bonus to Stealth checks.
    * You gain a +5 power bonus to Athletics checks made to climb.
    * While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
        Level 11: The bonus to damage rolls increases to +3.
        Level 21: The bonus to damage rolls increases to +4.


Ranger Utility Aspect of the Pack Wolf

You fight as a member of the pack, turning your allies’ positions to your advantage.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
    * You do not provoke opportunity attacks when leaving squares adjacent to your allies.
    * When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
        Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
        Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.


Ranger Utility Aspect of the Pouncing Lynx

Like a hunting cat, you have learned to strike hard and fast.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
    * You gain a +4 power bonus to initiative checks.
    * During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
    * You gain a power bonus to all defenses against opportunity attacks that you provoke by moving. The bonus equals your Wisdom modifier.


Ranger Utility Aspect of the Regal Lion

You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
    * When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
    * You gain a +2 power bonus to all defenses against such enemies.


Ranger Utility Aspect of the Seeking Falcon

You take on the aspect of the falcon, gaining its keen eyes and striking a fellowship with the primal winds, which carry your attacks ever farther.

At-Will        Primal, Stance
Minor Action      Personal

Effect: You assume a stance, the aspect of the seeking falcon. Until the stance ends, you gain the following benefits.
    * You ignore the penalty to attack rolls for making a ranged weapon attack at long range.
    * You gain a +2 power bonus to speed.
    * You gain a +2 power bonus to Perception checks.


Level 22:

LEVEL 22 HUNTER UTILITY POWER
You gain one of the following powers of your choice.

Ranger Utility 22Veil of Winter

An inky darkness falls over the area as you channel the primal essence of night and sunset.

Daily        Primal, Zone
Minor Action      Area burst 1 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. The zone blocks line of sight for your enemies.

  Move Action: You move the zone up to 5 squares.


Ranger Utility 22Wrath of Root and Soil

Your senses are as those of the spirits of earth and air, tree and stone, and no foe can hide from you.

Daily        Primal, Zone
Minor Action      Area burst 2 within 10 squares

Effect: The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain, and enemies cannot shift, teleport, or charge in or through it. An enemy that ends its turn on the ground in the zone is restrained (save ends).


Level 23:

PEERLESS PERCEPTION
Whenever you make a Perception check, you can roll twice and use either result.

Level 25:

EPIC WEAPON MASTERY
The bonus to damage rolls granted by your Weapon Mastery class feature increases to +3.

Level 27:

RESOLUTE HUNTER
You are immune to the blinded condition.

Level 29:

EPIC ACCURACY
Both the normal and the long range of any ranged weapon increases by 10 when you make an attack with it.

Published in Heroes of the Forgotten Kingdoms, page(s) 149.