Moonrise Stalker

Prerequisite: Seeker.

The elite hunters of the Moonrise Vanguard live for the chase. Once a seeker engages its prey, she does not return until one of them is captured or dead. Defeating the enemy, however, is not the only goal. The seekers savor the pursuit, hounding their quarry with cunning and style.
    Drawing their power from the primal magic of the veil, the Moonrise seekers dispatch their opponents into the Feywild with the aid of the lunar spirits. In service to the Maiden of the Moon, these seekers try to keep their enemies off balance, using powers such as lunar transposition and echoing shot to rearrange the battlefield as they see fit.


    Entangling Moonlight (11th level): When you use a teleportation power to teleport an enemy, that enemy is also slowed until the end of your next turn.
    Sly as Twilight (11th level): When you spend an action point to make an attack that would push, pull, or slide an enemy, you can instead teleport it up to half that number of squares (minimum 1). Where you teleport the enemy remains subject to any restrictions on the original forced movement. The attack gains the teleportation keyword.
    Anchoring Spotlight (16th level): When you hit an enemy with a ranged basic attack, that enemy cannot willingly teleport until the end of your next turn.

Moonrise Stalker Attack 11Lunar Transposition

This attack opens a passage through the Feywild, connecting you and your foe.

Encounter        Primal, Teleportation, Weapon
Standard Action      Ranged 10

Target: One creature

Attack: Wisdom vs. AC

Hit: 1[W] + 1d6 + Wisdom modifier damage, and you can teleport up to 10 squares, swapping places with the target.

Special: You can use this power as a ranged basic attack.

Moonrise Stalker Utility 12Moonbeam Step

You step through a patch of moonlight into the Feywild, emerging elsewhere. The moonlight forms a clinging, protective nimbus around you.

Encounter        Aura, Primal, Teleportation
Move Action      Personal

Effect: You teleport up to 5 squares. In addition, you activate an aura 1 that lasts until the start of your next turn. Any enemy in the aura takes a -2 penalty to attack rolls.

Moonrise Stalker Attack 20Distant Echo

Echoes of this attack can harm other enemies nearby, and their pain can create a threshold through which you can step.

Daily        Primal, Teleportation, Weapon
Standard Action      Ranged weapon

Target: One creature

Attack: Wisdom vs. AC

Hit: 1[W] + 1d6 + Wisdom modifier damage. Up to three other creatures within 10 squares of the target take damage equal to half the damage dealt to the target.

Miss: Half damage.

Effect: You can teleport to swap positions with one creature that takes damage from this attack. An enemy teleported by this effect is dazed until the end of your next turn.

Published in Dragon Magazine 413.