Wildrunner

"The land gives wings to my feet and makes my spirit soar."

Prerequisite: Barbarian, trained in Nature

The wilderness is your home, and your connection to the primal spirits of the land grants you speed and ferocity. You move through the forest like a deer, and you charge into battle with the cheetah’s speed and fury.
The powers of a wildrunner emphasize mobility, letting you shift and move quickly while striking your foes. You pounce from foe to foe, avoiding opportunity attacks while dealing all the damage your rage can muster.
Elf barbarians are frequently drawn to this paragon path, because its powers complement their natural mobility. Likewise, many rangers who nurture a connection to the primal forces of nature by taking barbarian multiclass feats find this path appealing.

WILDRUNNER PATH FEATURES

    Hunter's Fury (11th level): When you spend an action point to make a melee attack, you can shift a number of squares equal to your Strength modifier after the attack.
    Wildrunner's Swiftness (11th level): You gain a +1 bonus to your speed, or a +2 bonus while you are raging.
    Wild Resilience (16th level): While you are raging, you gain a +2 bonus to saving throws.

Wildrunner Attack 11Shifting Wilds Strike

Like a predator in the wild, you shift to a better position after your attack.

Encounter        Primal, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you shift 3 squares.

Special: If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.


Wildrunner Utility 12Press the Kill

As one foe drops, you turn with lightning speed and prepare to attack your next target.

Encounter        Primal
Free Action      Personal

Trigger: You reduce an enemy to 0 hit points

Effect: You shift a number of squares equal to your Strength modifier.


Wildrunner Attack 20Wildrunner's Rage

You dart among your enemies, hampering their movement with each well-placed attack.

Daily        Primal, Rage, Weapon
Standard Action      Melee weapon

Primary Target: One creature

Primary Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the primary target is immobilized until the end of your next turn.

Miss: Half damage.

Effect: You shift a number of squares equal to your Strength modifier and then make a secondary attack.

  Secondary Target: One creature other than the primary target

  Secondary Attack: Strength vs. AC

  Hit: 2[W] + Strength modifier damage, and the secondary target is immobilized until the end of your next turn.

  Miss: Half damage.

Effect: You enter the wildrunner’s rage. Until the rage ends, you gain a +2 bonus to AC and Reflex, and you ignore difficult terrain. In addition, you can shift 2 squares as a move action.


Published in Player's Handbook 2, page(s) 65.