Pathfinder

"I can find us a path through that maze of horror, and I can safely lead us to the other end."

Prerequisite: Ranger class, two-blade fighting style

You become the ultimate scout, finding a way through any situation. Sometimes you find the best path, but other times you have to carve that path out of the wilderness with your two blades singing through the air.

PATHFINDER PATH FEATURES

    Battlehoned (11th level): You gain two extra healing surges per day.
    Pathfinder’s Action (11th level): When you spend an action point to take an extra action, you also gain a move action.
    Cruel Recovery (16th level): When you hit an enemy and it takes damage from Hunter’s Quarry, you gain temporary hit points equal to the amount of damage you dealt from Hunter’s Quarry + your Wisdom modifier.

Pathfinder Attack 11Wrong Step

Your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust.

Encounter        Martial, Weapon
Immediate Interrupt      Melee weapon

Trigger: An adjacent enemy shifts or moves

Target: The enemy

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.


Pathfinder Utility 12Act Together

You find it within yourself to capitalize on your comrade’s latest act of daring.

Daily        Martial
Immediate Reaction      Personal

Trigger: An ally spends an action point to take an extra action

Effect: You gain an action point that you must spend before the end of your next turn.


Pathfinder Attack 20Slasher's Mark

You fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies.

Daily        Healing, Martial, Weapon
Standard Action      Melee weapon

Requirement: You must be wielding two melee weapons.

Special: You can spend a healing surge before attacking.

Primary Target: One creature

Attack: Strength vs. AC (main weapon)

Hit: 3[W] + Strength modifier damage (main weapon).

Effect: The target is marked until the end of the encounter. Make a secondary attack.

  Secondary Target: One creature other than the primary target

  Secondary Attack: Strength vs. AC (off-hand weapon)

  Hit: 2[W] + Strength modifier damage (off-hand weapon).

  Effect: The target is marked until the end of the encounter.


Published in Player's Handbook, page(s) 114.