[sblock]
Originally posted by WotC
Hunter Fighting Style
You gain Quick Draw as a bonus feat, even if you don’t meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
HUNTER'S QUARRY
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6
RUNNING ATTACK
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.
Throw and Stab
You fling a weapon at one foe and then charge another enemy.
At-Will Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding both a thrown weapon and a melee weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon)
Hit: 1[W] damage.
Level 21: 2[W] damage.
Effect: You move up to your speed and make a melee basic attack against a creature other than the target.
Marauder's Rush
You rush forward, trusting instinct to guide your attack.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Wisdom modifier damage.
Level 21: 2[W] + Strength modifier + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
Fox's Cunning
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure
Encounter Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.
Skirmishing Stance
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
Crucial Advice
You are wise in all things. The sooner your friends realize this, the safer and better off they’ll be.
Encounter Martial
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.
Disruptive Strike
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow.
Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Snarling Wolf Stance
Like an animal backed into a corner, you become deadlier in your desperation.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a melee basic attack against it as an immediate reaction. You can then shift 3 squares but must not end the shift adjacent to any enemy.
Healing 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.
Toppling Rush
You dart forward and slash at your foe’s legs, unbalancing the creature.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone.
Marked for Death
A carefully aimed shot imperils your quarry.
Daily Martial, Reliable, Weapon
Standard Action Melee or Ranged weapon
Target: One creature designated as your quarry
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry damage against the target.
Resume the Hunt
You drop a foe and then sprint away in search of the next fight.
Encounter Martial
Free Action Personal
Trigger: You reduce an enemy to 0 hit points
Effect: You move your speed. You don’t provoke opportunity attacks for leaving a square at the start of this movement. Until the end of your next turn, you gain a +2 bonus to all defenses.[/sblock]