Master Hook-Slinger (4e Paragon Path)
From D&D Wiki
|“||Let him charge. Makes them fall harder.||”|
To the Kor of Zendikar, hooks aren't just climbing tools. They are fearsome weapons, useful both to tear flesh and tangle legs. The hook's versatility made it a trademark weapon of the Kor, and only few will use other weapons in combat. The Master Hook-Slinger raises the hook to an even greater degree of power; it is no longer a mere weapon, it is an integral part of the combatant's attacks, mobility and defense. Be it knocking down the enemy while pulling yourself towards it or flinging around multiple creatures, you are a fearsome controller of the battlefield.
|Kor Entanglers by Rhineville, on DeviantArt|
Master Hook-Slinger Path Features
- Hook-Slinger's Luck (11th Level): You may use the Luck of the Kor power on any result to reroll an attack roll made using a Hook.
- Entangling Action (11th Level): When you spend an action point to take an extra action, all enemies within 2 squares of you fall prone.
- Far Hook-Slinging (16th Level): While you wield a hook, it gains the heavy thrown property with a range of 5/10. You may recover the hook from any square within 2 squares of where it was thrown.
|Battle Swing||Master Hook-Slinger Utility 12|
|You swoop over to an unsuspecting enemy, readying for an attack.|
|Immediate Reaction||Close burst 5|
|Trigger: An enemy within range misses an attack|
|Requirement: You must be wielding a hook|
|Effect: You shift to a square adjacent to the triggering enemy, and you gain combat advantage against all enemies adjacent to you until the end of your next turn.|