Target:One creature
Range 10/20, +12 vs AC, 1d10+6 damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of Alain's next turn.
Target:One creature
Range 10/20, +12 vs AC, 1d10+6 damage, and the target is slowed and can’t shift until the end of its next turn.
Clever Shot (Standard; At-will) ✦ Martial
Alain makes a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
You slide the target up to 2 squares.
The target falls prone.
The target is slowed (save ends).
Hunter's Quarry (Minor; At-will)
Alain designates the nearest enemy to him that he can see as his quarry.
Once per round, when he hits his quarry with an attack, the attack deals extra damage based on your level. (1d6/tier) If he can make multiple attacks in a round, he decides which attack to apply the extra damage to after all the attacks are rolled. If he has dealt Hunter’s Quarry damage since the start of his turn, he cannot deal it again until the start of his next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until Alain designates a different target as your quarry.
You can designate one enemy as your quarry at a time.
/Fox's Cunning (Immediate Reaction when An enemy makes a melee attack against Alain; Encounter) ✦ Martial, Weapon
Alain can shift 1 square, then make a basic attack against the enemy.
Special: Alain gains a power bonus to his basic attack roll equal to his Wisdom modifier. (+4).
Range 10/20, +12 vs Will, 1d10+6 psychic damage, and the target is dazed until the end of your next turn.
Effect: Alain shifts 1 square.
Special:Making this attack doesn’t provoke an opportunity attack from the target.
Inevitable Shot (Free when Alain misses a creature with a ranged attack.; Encounter) ✦ Primal
Alain makes a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature’s space as the attack’s origin square.
Special: You regain the use of this power when you spend an action point.
You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.
Spirits' Rebuke (Immediate Reaction when An enemy misses Alain with a melee attack; You must be wielding a light thrown or a heavy thrown weapon; Daily) ✦ Primal, Weapon
Target: The triggering enemy
The target takes 1d10+5 damage, and Alain pushes it 1 square.
Swarming Bats (Standard; daily) ✦ Primal, Weapon
Target: Each enemy in the burst
area burst 2 within 10, +12 vs Reflex, 1d10+6 damage.
Effect:Alain slides each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, Alain can move the zone 4 squares.
Sustain Minor: The zone persists.
+2 Hungry Greatspear
Critical: +2d6.
Property: This weapon has the heavy thrown property and a range of 10/20.
Power (Encounter): Standard Action. Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn’t return to you until the immobilized effect on the target imposed by this weapon is ended.
+1 Flowform Leather
Power (Encounter*Augmentable):Trigger: You’re subjected to an effect that a save can end. Effect: You make a saving throw against the effect.
Augment 1: You gain a bonus to the saving throw equal to the armor’s enhancement bonus.
+1 Cloak of the Walking Wounded
Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
Hunter's Quarry (Hybrid)
This class feature functions as the ranger class feature, except that Alain can deal the extra damage only when he hits his quarry with a ranger power or a ranger paragon path power.
Seeker's Bond: Bloodbond (Hybrid)
You gain the spirits’ rebuke power. You can use the power only once per day. You are also considered to have Spiritbond for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
True Seeker's Bond (Hybrid Talent): You gain the rest of the benefits of the Seeker’s Bond option you chose (except that you can still use the power only once per day)
You also gain a +1 bonus to attack rolls with both light thrown and heavy thrown weapons, and when you make an attack by throwing a weapon with which you have proficiency, the weapon returns to your hand after the attack. In addition, while you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Inevitable Shot(Hybrid)
You gain the seeker power inevitable shot. The power functions as normal, except that it is triggered only by ranged attacks from seeker powers and seeker paragon path powers.