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"I can see my destiny in the face of the moon, and I call to it in greeting."[PH2:24]

Prerequisite: Shifter

Moonstalker Path Features

Hunter Action (11th level): When you spend an action point to make an attack, you can shift a number of squares equal to your Wisdom modifier as a free action before or after the attack.

Go for the Throat (11th level): When you hit a prone target with a melee attack, the attack deals 1d6 extra damage. The extra damage increases to 2d6 at 21st level.

Pack Tactics (16th level): While you are adjacent to a prone enemy, you and your allies add your Wisdom modifier to damage rolls against that enemy.

 Call to the Moon Moonstalker Attack 11
A bloodcurdling howl escapes from your throat, announcing that the hunt has begun.
 Encounter + Fear, Psychic
 Minor Action  Close burst 5
 Target: Each enemy in burst
 Attack: Wisdom + 4 vs. Will
 Level 21: Wisdom + 6 vs. Will
 Hit: 1d8 + Wisdom modifier psychic damage, and the target grants combat advantage until the end of your next turn.


 Unleash the Silent Predator Moonstalker Utility 12
Your body contorts as you transform into the creature lurking inside you.
 Daily + Polymorph
 Minor Action  Personal
 Effect: You assume the form of a gray wolf or a tiger of your size until the end of the encounter, until you fall unconscious, or until you drop to 0 hit points or fewer. In this form, you add your Wisdom modifier to your speed. In addition, whenever you walk as a move action, you

can shift 1 square as a free action before doing so.


 Circle the Prey Moonstalker Attack 20
You stalk around your enemy, searching for an opening to make a killing blow.
 Daily + Weapon
 Standard Action  Melee weapon
 Target: One creature
 Attack: Strength or Dexterity vs. Reflex
 Hit: 3[W] + Strength or Dexterity modifier damage, and ongoing 10 damage (save ends). In addition, you knock the target prone.
 Miss: Half damage.
 Effect: Before or after the attack, you shift a number of squares equal to your Wisdom modifier. After the attack, the target grants combat advantage to you until the end of your next turn.
 Special: When you gain this power, choose Strength or Dexterity as the ability you use when making attack rolls and damage rolls with this power.
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