Ruthless Punisher

"The most dangerous foes are those who know the difference between right and wrong yet choose to do evil. They also understand what dying really means."

Prerequisite: Ranger

For a mundane hunter or a common would-be hero, ordinary animals and beastlike monsters are worthy prey. Regardless of what such a creature is physically capable of, or the wrongs it’s responsible for, it has only raw instinct or brutish cunning to use against its antagonist. Reaction is its only course. The beast lacks the abilities to reason and to plan, which are required for any but the most mindless of evil acts.
    Humanoid creatures seldom suffer from this lack, this banality. Even a semblance of human intelligence, combined with the ability to use weapons and other skills, makes an adversary that much more dangerous. From common goblins to demon lords and deities, the most numerous wicked creatures in the cosmos live inside various humanoid frames. The form is similar enough in each instance that knowledge of one is a help against another, no matter how different the seeming. Malevolent or not, few creatures offer the challenge that a humanoid quarry does.
    Long ago, whether for vengeance, righteousness, or pure gamesmanship, you chose to specialize in facing and taking out humanoid foes. You excel at tracking and opposing such canny foes, slaying the many who deserve death and retrieving a few for reward, profit, or justice. For you, the understanding of anatomy, the inflicting of pain, and the invoking of fear are weapons as effective as sword or bow.
    You’ve been so successful that you have developed a merciless reputation. The mention of your name inspires terror among those who know they must face you. One day, you’re sure, a humanoid adversary of mythic scope will tremble at your approach.

RUTHLESS PUNISHER PATH FEATURES

    Most Dangerous Prey (11th level): Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier.
    Ruthless Action (11th level): You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action.
    Ongoing Punishment (16th level): You gain a bonus to the ongoing damage you deal equal to your Wisdom modifier. You also gain combat advantage against humanoid enemies that are taking ongoing damage.

Ruthless Punisher Attack 11Crippling Shot

A blow to the vitals causes your victim to stagger and whimper in pain.

Encounter        Martial, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Strength vs. Reflex (melee) or Dexterity vs. Reflex (ranged)

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and the target is slowed until the end of your next turn. If the target is a humanoid, it is also weakened until the end of your next turn.


Ruthless Punisher Utility 12Named Dread

Your name is terror among your humanoid foes.

Daily        Fear, Martial
Minor Action      Close burst 10

Target: Each humanoid enemy in the burst that can hear you

Effect: You speak your name, and the targets take a –2 penalty to attack rolls against you until the end of the encounter. If you’re trained in Intimidate, you also gain combat advantage against the targets until the end of your next turn.


Ruthless Punisher Attack 20Bleed Away

If your adversary fails to give ground under your assault, your wounding blows feed the earth with blood.

Daily        Martial, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Strength vs. Reflex (melee) or Dexterity vs. Reflex (ranged), three attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. You slide the target 2 squares and can shift 2 squares after each hit.

Miss: No damage, and you slide the target 1 square and can shift 1 square after each miss.

Effect: The target can negate each slide as a free action, but it then takes ongoing 10 damage (save ends) per square of forced movement negated.


Addition (2/26/2009)
In the Effect line, add “(save ends)” after “ongoing 10 damage”.

Published in Martial Power, page(s) 66.