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    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default Class Acts: The Lifebond Seeker - Master of Elemental Enchantments

    Preamble:
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    It's not secret that the Seeker is bad. Even after D413, it's still a bottom-tier Controller with very little mechanical identity and a whole lot of awful powers. Its design is inherently unfocused -it's labeled a controller but has almost no AoE attacks or hard control. However, its damage is also nothing to write home about.

    I have spent a lot of time trying to think of how to power up the Seeker while respecting the existing fluff and skill set as much as possible. The following alternate class build is the culmination of that attempt. You'll find a new class feature, a plethora of new powers focussed mostly on punishing enemies under your "Watchful Eye" and imbuing your weapon with powerful enchantments that enhance your RBAs as a sort of stance system. There's also a smattering of feats and a new Paragon Path inspired by the Arcane Archer (the class that guided my design of this new, competitive Seeker.)

    I've had this percolating for about a year, and I figured I'd get it out now even though I'm still dreaming up maybe another Paragon Path or two.


    I know there's a wall of text here, as is wont to happen with 4E. So here's a TL;DR explanation of what this offers a seeker:

    1) A new Class option that allows the Seeker to designate one enemy as being "Watched" each turn. By itself this does nothing, but there are a series of new Encounter powers that allow a Seeker to make special attacks or extra RBAs against an enemy they are Watching that triggers them (attacking, trying to teleport)

    2) A series of daily powers that "imbue" the seeker's bow with elemental power, granting a boost to RBAs. These are complimented by a series of stances that also add extra effects to RBAs.

    Taken together, the design here is to play as a Controller who does so by almost "Marking" an enemy, putting them between a rock and a hard place and then nailing them with damage and control if they act up. They also "build their own At-wills", adding a bunch of tiny control effects (pushes, prones, attack penalties) onto their at-wills which can really add up especially with Inevitable Shot or a friendly Warlord or Shaman.

    Lifebond Seeker's Options

    Seeker's Bond - Lifebond
    Alternate Class Feature
    You have sworn a vow to the primal elements, and you use your brilliant mind to imbue your arrows with elemental might and to carefully observe and punish any who would harm you, your allies, or your realm. You may select this bond in place of the Bloodbond or Spiritbond class features from Player's Handbook 3:

    Lifebond:You get a +1 class bonus to attack rolls with Bows. You gain 1 additional Seeker at-will power. Once per turn as a free action, you may designate one enemy within 10 squares to be Watched by you until your next turn.

    New Seeker Evocations:
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    Heroic Powers:
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    Flame-spirit Shot — Seeker Attack 1
    Your weapon swirls with dancing flames that leap and scorch enemies around your foe.
    At Will * Primal, Fire, Weapon
    Standard Action - - Ranged Weapon
    Target: One creature
    Attack: Wisdom versus AC
    Hit: 1[W] fire damage, and each enemy adjacent to the target is dealt fire damage equal to your Intelligence modifier.
    Level 21: 2[W] fire damage
    Special: You can use this power as a ranged basic attack.

    Mocking Shot — Seeker Attack 1
    Your weapon pulses with fae energy that demands your target's attention and distracts them if they attack your allies
    At-will * Primal, Psychic, Weapon
    Standard Action — Ranged Weapon
    Target: One creature
    Attack: Wisdom versus AC
    Hit: 1[W] + wisdom modifier psychic damage, and the target is Marked by you until the start of your next turn.
    Spiritbond: The target and each enemy adjacent to it is pushed 1 square.
    Level 21: 2[W] + wisdom modifier psychic damage.
    Special: You can use this power as a ranged basic attack.

    Rules of the Hunt — Seeker Attack 1
    You know the hunt better than any being, and you use your knowledge to pin down an enemy and guide your allies into the fight
    At-will * Primal, Weapon
    Standard Action — Ranged Weapon
    Target: One creature
    Attack: Wisdom versus AC
    Hit: 1[W] + Wisdom modifier damage, and the target grants combat advantage to all attackers and cannot gain combat advantage until the start of your next turn.
    Bloodbond: You or an adjacent ally may shift 2 squares.
    Level 21: 2[W] + Wisdom modifier damage.
    Special: You can use this power as a ranged basic attack.

    Acidstrand Trap — Seeker Attack 1
    An enemy that enters into your territory finds themselves suddenly on the ground, cut down by a swiftly fired tripwire of acidic magic
    Encounter * Primal, Acid, Weapon
    Immediate Reaction — Ranged Weapon
    Trigger: An enemy Marked or Watched by you moves more than five squares as part of its own action.
    Target: The triggering enemy
    Attack: Wisdom versus Reflex
    Hit: 1[W] + Wisdom modifier Acid damage and the target falls prone.

    Jagged Stars— Seeker Attack 1
    Your attack is charged with the raw power of the moon and stars, and leaves your foe's defenses burnt away.
    Encounter * Primal, Radiant, Weapon
    Standard Action — Melee or Ranged Weapon
    Requirement: You must be wielding a light thrown or heavy thrown weapon to make a melee attack with this power.
    Target: One creature
    Attack: Wisdom vs AC
    Hit: 1[W] + Wisdom modifier radiant damage, and the target has a -2 penalty to all defenses until the end of your next turn.
    Spiritbond: The penalty is instead equal to your Strength modifier.

    Windrider Spirit — Seeker Attack 1
    Your enemy swings their blade only to find your arrow waiting for them instead, their intended target spirited away by the winds.
    Encounter * Primal, Weapon
    Immediate Reaction — Ranged Weapon
    Trigger: An enemy Marked or Watched by you makes a melee attack.
    Attack: Wisdom versus AC
    Hit: 1[W] + Wisdom modifier damage, and the target of the attack can shift a number of squares equal to your Intelligence modifier.

    Dire Wolf Essence — Seeker Attack 1
    You imbue your arrows with the spirit of a fallen Dire Wolf, turning your shots into a battering, snarling assault that drags opponents to the ground.
    Daily * Primal, Essence, Weapon
    Standard Action -- Ranged Weapon
    Target: One creature
    Attack: Wisdom versus AC
    Hit: 1[W] + wisdom modifier damage, and the target is dazed (save ends) and knocked prone.
    Effect: You imbue your weapon with the essence of the Dire Wolf until you use another essence power or the encounter ends. When you hit an enemy with a ranged basic attack, it is knocked prone.

    Implacable Bear Essence — Seeker Attack 1
    You imbue your weapon with the spirit of the great bear, which shelters you and your allies.
    Daily * Primal, Essence, Weapon
    Standard Action — Ranged Weapon
    Target: One creature
    Attack: Wisdom vs AC
    Hit: 2[W] + Wisdom modifier damage, and the target is Weakened (save ends) and Marked by you (save ends).
    Effect: You imbue your weapon with the essence of the Implacable Bear until you use another essence power or the encounter ends. While imbued, you gain Resist equal to your Strength modifier to all damage, and when you hit an enemy with a Ranged Basic attack, that enemy is Marked by you until the start of your next turn.

    Branchbreaker’s Torment — Seeker Attack 3
    You punish an enemy that dares to strike you or an ally with a flurry of attacks.
    Encounter * Primal, Weapon
    Immediate Reaction — Personal
    Trigger: An enemy Marked or Watched by you hits with an attack.
    Attack: You may make two ranged basic attacks against the triggering enemy.

    Vampire Bat’s Fangs— Seeker Attack 3
    With a flashing red strike, you leech the life-force and strength from your victim like the vampire bats of the deep jungles and caverns of your domain.
    Encounter * Primal, Weapon
    Standard Action — Melee or Ranged Weapon
    Requirement: You must be wielding a light thrown or heavy thrown weapon to make a melee attack with this power.
    Target: One creature
    Attack: Wisdom vs AC
    Hit: 1[W] + Wisdom modifier damage. You heal hitpoints equal to the damage dealt, and the target cannot be healed (Save Ends).
    Spiritbond: The target is also Weakened (save ends), and you get a power bonus to all damage rolls equal to your Strength modifier until the end of your next turn.

    Crystal Burst Essence — Seeker Attack 5
    You imbue your weapon with pure crystal energy, which explodes with great force to shove and shred your enemies.
    Daily * Primal, Essence, Force, Weapon
    Standard Action -- Area Burst 1 within weapon range
    Target: Each creature in the burst
    Attack: Wisdom versus AC
    Hit: 1[W] + wisdom modifier force damage, and the target is pushed a number of squares equal to your intelligence modifier and suffers a -2 penalty to all defenses (save ends).
    Effect: You imbue your weapon with the essence of Crystal until you use another essence power or the encounter ends. When you make a ranged basic attack, you get a +2 power bonus to the attack roll. When you hit an enemy with a ranged basic attack, it is pushed 2 squares.

    Radiant Constellation Essence — Seeker Attack 5
    You imbue your weapon with the power of the stars. Your attacks are pure starlight, stunning and crippling your enemies.
    Daily * Primal, Essence, Radiant, Weapon
    Standard Action — Area Burst 1 within weapon range
    Target: Each creature in burst
    Attack: Wisdom versus AC
    Hit: 1[W] + wisdom modifier Radiant damage, and the target is Weakened and Dazed (save ends both).
    Effect: You imbue your weapon with the essence of the Radiant Constellation until you use another essence power or the encounter ends. When you hit with a ranged basic attack, the target is Weakened until the end of your next turn.

    Rain of Arrows — Seeker Attack 7
    A Seeker must be prepared to face overwhelming hordes in their protection of the wilds. You have the perfect spirit shot for each enemy you can see.
    Encounter * Primal, Weapon
    Standard Action — Ranged Weapon
    Target: Up to three creatures
    Effect: Make a single Ranged Basic Attack against each target.

    Scorpion Claw Shot — Seeker Attack 7
    Your shot transforms into a scorpion's claw, dragging your victim to you and pinning them in place to await your judgment.
    Encounter * Primal, Weapon
    Standard Action — Ranged Weapon
    Target: One enemy
    Attack: Wisdom versus AC
    Hit: 2[W] + Wisdom modifier damage, and you pull the target to a square adjacent to you. It is Immobilized and unable to make Opportunity attacks until the start of your next turn.
    Bloodbond: You may shift a number of squares equal to your Dexterity modifier before or after the attack.

    Shadow Panther Essence — Seeker Attack 9
    You imbue your weapon with the power of a Fey Panther, which causes your shots to cast your victims into darkness and shadow.
    Daily * Primal, Essence, Weapon
    Standard Action — Area Burst 1 within weapon range
    Target: Each enemy in burst
    Attack: Wisdom versus AC
    Hit: 1[W] + Wisdom modifier damage, and the target is Blinded (save ends).
    Effect: You imbue your weapon with the essence of the Shadow Panther until you use another essence power or until the encounter ends. While imbued with this essence you have a +5 power bonus to Stealth checks and when you hit a creature that you have Combat Advantage against with a Ranged Basic attack, the attack deals an additional 1d8 damage and you gain Total Concealment against its attacks until the start of your next turn.

    Vitriolic Wave Essence — Seeker Attack 9
    Your weapon is imbued with volatile acid, which explodes in a corrosive wave with each attack you make
    Daily * Primal, Acid, Essence, Weapon
    Standard Action — Ranged Weapon
    Target: One creature
    Hit: 3[W] + wisdom modifier Acid damage, and the target is pushed 3 squares and has Vulnerability 5 to all damage (save ends both).
    Effect: You imbue your weapon with the essence of Vitriolic Wave until you use another essence power or until the encounter ends. While imbued, whenever you hit a creature with a Ranged Basic attack, that attack deals an additional 1d8 Acid damage and each enemy adjacent to that creature is dealt Acid damage equal to your Intelligence modifier and pushed 3 squares.


    Paragon Powers:
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    Feybind Trap — Seeker Attack 13
    Your mastery of fey magic allows you to swiftly and easily shut down any who would attempt to teleport or fly away from your wrath, binding them in place instead.
    Encounter * Primal, Weapon
    Immediate Reaction — Ranged Weapon
    Trigger: An enemy Marked or Watched by you attempts to shift, teleport, or fly.
    Attack: Wisdom versus Will
    Hit: 2[W] + Wisdom modifier damage, and the target is teleported 5 squares. The target cannot teleport, shift, or fly until the end of your next turn.

    Basilisk's Shot — Seeker Attack 13
    A spectral basilisk's eye is affixed to the tip of your weapon. While not as potent as the real thing, it leaves your enemy temporarily petrified.
    Encounter * Primal, Weapon
    Standard Action — Ranged Weapon
    Target: One creature
    Attack: Wisdom versus Fortitude
    Hit: 1[W] + Wisdom modifier damage, and the target is Petrified until the end of your next turn.
    Bloodbond: You may make this attack against a second target creature.

    Feywisp Essence — Seeker Attack 15
    You charge your weapon with Fey energy, allowing each attack you make to teleport and disorient your victims, putting them right where you want them.
    Daily * Primal, Essence, Weapon
    Standard Action — Area Burst 1 within Weapon range
    Target: Each enemy in burst
    Attack: Wisdom versus AC
    Hit: 2[W] + Wisdom modifier damage, and you teleport each enemy a number of squares equal to your Intelligence modifier and knock them prone
    Effect: You imbue your weapon with the essence of Feywisp until you use another essence power or the encounter ends. While imbued, when you hit an enemy with a ranged basic attack, it is teleported a number of squares equal to your intelligence modifier.

    Fey Nightmare Slash — Seeker Attack 17
    Your attack sends your adversary into a sudden nightmarish slumber.
    Encounter * Primal, Psychic, Weapon
    Standard Action — Ranged or Melee Weapon
    Requirement: You must be wielding a light thrown or heavy thrown weapon to make a melee attack with this power.
    Target: One creature
    Attack: Wisdom versus AC
    Hit: 1[W] + Wisdom modifier psychic damage, and the target is Stunned (save ends).
    Spiritbond: The target also gains Vulnerability to all damage equal to your Strength modifier until the end of your next turn.

    Volcanic Fury Trap — Seeker Attack 17
    When an enemy approaches you, you unleash an attack infused with the power of a volcano, searing them and sending them flying.
    Encounter * Primal, Fire, Weapon
    Immediate Reaction — Ranged Weapon
    Trigger: An enemy Marked or Watched by you moves into a square within 5 squares of you.
    Attack: Wisdom versus Reflex against the triggering enemy
    Hit: 3[W] + Wisdom modifier fire damage, and the target is pushed a number of squares equal to your Intelligence modifier, knocked prone, and has a -2 penalty to all defenses until the end of your next turn.

    Glacier-spike Essence — Seeker Attack 19
    You imbue your attacks with the icy cold of a glacier, turning each shot into a piercing icicle that punctures armor and freezes targets in place.
    Daily * Primal, Frost, Essence, Weapon
    Standard Action - - Ranged Weapon
    Target: One creature
    Attack: Wisdom versus Reflex
    Hit: 4[W] + Wisdom modifier Cold damage, and the target is restrained (save ends).
    Effect: You imbue your weapon with the essence of Glacier-spike until you use another essence power or the encounter ends. When you make a ranged basic attack, you may choose to target Reflex instead of the typical defense targeted. When you hit an enemy with a ranged basic attack, you may choose to deal Cold damage instead of the type normally dealt, and the target is Immobilized until the start of your next turn.



    Epic Powers:
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    Arrowstorm — Seeker Attack 21
    Guided by the wind spirits, you unleash a hail of arrows that seek out every enemy you can see.
    Encounter * Primal, Weapon
    Standard Action — Ranged Weapon
    Target: Up to five creatures
    Effect: Make a single Ranged Basic Attack against each target.


    Stormcrow’s Essence — Seeker Attack 25

    You imbue your weapon with the power of the Stormcrow. After an initial thundering blast that leaves your enemies stupefied, you continue to fire a torrent of lightning-coated arrows that shock and stun them.
    Daily * Primal, Essence, Lightning, Thunder, Weapon
    Standard Action — Area Burst 1 within weapon range
    Target: Each creature in burst
    Attack: Wisdom versus Fortitude
    Hit: 3[W] + Wisdom modifier Thunder damage, and the target is Stunned and Deafened (save ends both)
    Effect: You imbue your weapon with the essence of the Stormcrow until you use another essence power or the encounter ends. While your weapon is imbued, you gain a Fly speed of 6 (good) and when you hit an enemy with a ranged basic attack, that enemy is dealt an additional 1d8 Lightning damage and Dazed until the start of your next turn.

    Judgement Triad — Seeker Attack 27
    You unleash a triple barrage of spirit-powered arrows against a foe you judge as guilty of crimes against the wild.
    Encounter * Primal, Weapon
    Standard Action — Personal
    Effect: You may make up to three ranged basic attacks against a single enemy.

    Fey-Queen's Essence — Seeker Attack 29
    Your arrows are charmed and empowered by the Queen of the Feywild. Each attack clouds and bends the mind of your victim, compelling them to wander and attack their former friends.
    Daily * Primal, Essence, Psychic, Weapon
    Standard Action — Ranged
    Target: One creature
    Attack: Wisdom versus Will
    Hit: 4[W] + wisdom modifier Psychic damage, and the target is Dominated (Save ends).
    Effect: You imbue your weapon with the essence of the Fey Queen until you use another essence power or until the encounter ends. While imbued, when you hit a creature with a ranged basic attack you may teleport that enemy a number of squares equal to your intelligence modifier and then force it to make a melee basic attack against a creature of your choice as a free action.



    New Seeker Utility Powers:
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    Essence Renewal -- Seeker Utility 2
    You convert the power currently enchanting your weapon into a burst of healing and energizing power.
    Encounter * Primal
    Minor Action -- Personal
    Special: To use this power, your weapon must be imbued with an Essence.
    Effect: The Imbue effect on your weapon ends. You regain hitpoints as if you had spent a healing surge, you may shift a number of squares equal to your Wisdom modifier, and you get a +2 power bonus to attack rolls until the end of your turn.

    Harrier's Stance -- Seeker Utility 2
    You call on a wind spirit to protect you, helping you to keep distance from your enemies as you pelt them with arrows.
    Daily * Primal, Stance
    Minor Action -- Personal
    Effect: You enter the Harrier's Stance stance. Until this stance ends, whenever you hit with a ranged basic attack, you may shift 1 square and each hit creature is pushed 1 square.

    Cleansing Waters Stance -- Seeker Utility 6
    You call on a spirit of primal water to bless you, causing each of your attacks to heal and renew you.
    Daily * Primal, Stance
    Minor Action -- Personal
    Effect: You enter the Cleansing Waters stance. Until the stance ends, your ranged basic attacks gain the Invigorating keyword and each time you hit with a ranged basic attack, you may make a saving throw with a +2 power bonus.

    Stalk Through the Feywild -- Seeker Utility 6
    You know every trick in the book when it comes to the Feywild. An enemy who attempts to flee you, even with magic, is surprised to find you waiting for them wherever they go.
    Encounter * Primal, Teleport
    Reaction -- Personal
    Trigger: An enemy within 10 squares shifts, teleports, or flies.
    Effect: You may teleport a number of squares equal to your Intelligence modifier.

    Hissing Serpent Stance -- Seeker Utility 10
    You call on the spirit of an ancient serpent, which intimidates and demoralizes each enemy you attack.
    Daily * Primal, Psychic, Stance
    Minor Action -- Personal
    Effect: You enter the Hissing Serpent stance. Until the stance ends, your ranged basic attacks gain the Rattling keyword and each time you hit with a ranged basic attack, each enemy adjacent to the target takes Psychic damage equal to your Intelligence modifier.

    Hawk's Glare Stance -- Seeker Utility 16
    The spirit of a great hawk helps your arrows strike home and opens up your victim for you ally's attacks.
    Daily * Primal, Stance
    Minor Action -- Personal
    Effect: You enter the Hawk's Glare stance. Until the stance ends, your Seeker daily powers gain the Reliable keyword and when you make a ranged basic attack you may roll 2d20 and take the higher result. When you hit with a ranged basic attack, the target suffers a -2 penalty to all defenses until the end of your next turn.

    Silkstrand Shot -- Seeker Utility 16
    You fire an arrow coated in a strong spider's web, using it to zip and roll across the battlefield with startling speed.
    Encounter * Primal
    Move -- Personal
    Effect: You fly to any square within your weapon range, then you shift a number of squares equal to your Dexterity modifier.

    Feywild Ambush -- Seeker Utility 22
    You open a path into the Feywild, sheltering and hiding your allies and allowing them to emerge and surprise your enemies with an unpredictable attack.
    Daily * Primal, Teleport
    Move Action -- Close Burst 5
    Target: Each ally in burst
    Effect: Each character in the burst may choose to be removed from play. At the start of their next turn, they reappear in an unoccupied square of their choice that is within a number of squares equal to their speed from where they left. They have a +2 power bonus to attack rolls for that turn.


    New Seeker Feats:
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    Deadly Eye
    Prereq: Seeker, Lifebond class feature
    Benefit: You gain a +2 feat bonus (+4 at Paragon, +6 at Epic) to damage rolls against enemies Marked or Watched by you.

    Farsight
    Prereq: Seeker, Lifebond class feature
    Benefit: You get a +2 feat bonus to Perception checks and Initiative rolls, and your Watchful Eye can be placed on any enemy with 25 squares.

    Essence Blast
    Prereq: Seeker, 11th level
    Benefit: You gain the “Essence Blast” power.

    Spoiler: Essence Blast
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    Essence Blast — Seeker Power
    Daily * Primal, Weapon
    Requirement: Your weapon must be imbued with an Essence, and you must have at least one unused Essence power.
    Standard Action — Area Burst 1 within Weapon Range
    Target: Each enemy in the burst
    Attack: Wisdom vs Reflex. To make this attack, you must expend an unused Essence power.
    Hit: The effect and damage is based on the level of power expended:
    1st level: 1[W] +wisdom modifier damage and the target is knocked Prone (save ends).
    5th level: 2[W] + wisdom modifier damage and the target is Slowed (save ends).
    9th level: 3[W] + wisdom modifier damage and the target is Immobilized (save ends).
    15th level: 4[W] + wisdom modifier damage and the target is Dazed (save ends)
    19th level: 5[W] + wisdom modifier damage and the target is Restrained (save ends)
    25th level: 6[W] + wisdom modifier damage and the target is Stunned (save ends)
    29th level: 7[W] + wisdom modifier damage and the target is Unconscious (save ends)
    Special: You may use this power twice a day. You may use this power as a Ranged Basic Attack.


    Intimidating Eye
    Prereq:Seeker, Lifebond class feature, 11th level
    Benefit:When you hit an enemy Marked or Watched by you, you may push that enemy 1 square.

    Punishing Eye
    Prereq: Seeker, Lifebond class feature, 21st level
    Benefit: When you hit an enemy Marked or Watched by you, that enemy suffers a penalty to its next saving throw equal to your Intelligence modifier.


    New Seeker Paragon Path: Arcane Archer
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    Prerequisite: Seeker and any Arcane class
    "When people ask how I can hit a bullseye from 100 yards while blindfolded, I can sincerely tell them it's just magic."

    Seekers are masters of calling upon spirits and the primal elements to infuse their attacks with magic, but for some this is not enough. A few Seekers search out academies and wizard towers, studying the ways of arcane magic in order to empower their arrows and blades with more and more powerful and devastating magic. This arcane focus provides an additional benefit, allowing such Seekers a supernatural accuracy as they use divination magic to guide their shots and strip away their target's defenses.. These seekers rarely enter battle without their bow or thrown weapons imbued with potent effects that leave their enemies baffled and awestruck.

    Arcane Archer Paragon Path Features:

    Bow-Staff (11th level): You can use your bow as an implement for all arcane powers. In addition, you no longer provoke attacks of opportunity for making ranged combat attacks with a bow.

    True-Seeking Action (11th): When you spend an action point to make an attack you get a +1 power bonus to the attack roll and ignore cover, concealment, invisibility, insubstantial, and blinded for that attack.

    Awe-Inspiring Imbues (16th): While your weapon is imbued with an essence, you get a +2 power bonus to speed and all defenses.

    Arcane Archer Paragon Path Powers:
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    Spell and Shaft
    You use your mastery of two forces to use a spell and follow it up with a quick attack.
    Encounter * Arcane, Primal, Teleport
    Standard Action -- Personal
    Effect: You may use an arcane power you know or teleport 10 squares. Afterwards, you can make a ranged basic attack.

    Assay Resistance
    You call upon the spirits to strip away an enemy’s defenses, leaving them vulnerable to your magic.
    Daily * Arcane, Primal
    Minor Action — Range 10
    Target: One enemy within range
    Effect: That enemy loses and cannot gain Resistance until the end of your next and has a -2 penalty to all defenses until the end of your next turn.

    Dragonwrath Essence
    You channel the fury of a red dragon into your bow, firing a blazing, explosive missile that leaves enemies cowering. Your weapon glows crimson, empowering future shots to terrorize your foes.
    Daily * Arcane, Primal, Essence, Fire, Weapon
    Standard Action — Area Burst 3 within weapon range
    Target: Each enemy in burst
    Attack: Wisdom versus Reflex
    Hit: 3[W] + Wisdom modifier fire damage, and the target is knocked prone and suffers ongoing 10 fire damage and a -2 penalty to attack rolls (save ends both).
    Effect: You imbue your weapon with the essence of Dragonwrath until you use another essence power or the encounter ends When you hit an enemy with a ranged basic attack, that enemy is dealt an additional 1d8 fire damage and receives a -2 penalty to attack rolls until the start of your next turn.


    New Seeker Paragon Path: Watcher of the Wilds
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    Prerequisite: Seeker
    "I watch all of the wilds. For every blade of grass bent and branch broken, the invaders will suffer one arrow to the chest."

    All seekers are guardians of the wild, but for the Watcher of the Wilds, their oath takes on a whole new dimension. They connect into the spirits of the forest, watching and observing all movement. An enemy can scarcely breathe a mile away without you being aware of their presence. You use this supernatural vigilance to punish any enemy that shows threat or disrespect to you, your allies, or the lands under your protection.

    The Watcher of the Wilds extends the controlling powers of the Seeker, and emphasizes Watching and punishing enemies. While it is possible for a Spiritbond or Bloodbond Seeker to follow this path, a Lifebond seeker will find the most power and success here.

    Watcher of the Wilds Paragon Path Features
    Swiftshot Action (11th): When you spend an action point to make an extra attack, you also gain one additional minor action or reaction during this round.

    Eyes Everywhere (11th): You add your Intelligence modifier to your Perception. Enemies Watched or Marked by you suffer a -1 penalty to attack rolls.

    Disorienting Barrage (16th): When you hit an enemy with an attack during its turn, that enemy's movement ends. It can't shift and it suffers a penalty to damage rolls equal to your intelligence modifier until the end of your turn.

    Watcher of the Wilds Paragon Path Powers:
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    Corrosive Shot -- Watcher of the Wild Attack 11
    When an enemy raises their weapon or hand to strike, you let loose an arrow empowered with acid, which corrodes their weapons and saps their strength.
    Encounter * Primal, Acid, Weapon
    Immediate Reaction -- Area Burst 1 within weapon range
    Trigger: An enemy Watched or Marked by you within range makes an attack.
    Target: Each enemy in a burst centered on the triggering enemy
    Attack: Wisdom versus Reflex
    Hit: 1[W] + wisdom modifier acid damage, and the creature is Weakened, until the end of its next turn.

    Forest Heart Stance -- Watcher of the Wild Utility 12
    You call on the spirits of the forest, gaining a connection that allows you to observe and watch all nearby creatures and use the earth and roots to pull friend and foe alike just where you want them.
    Daily * Primal, Stance
    Minor Action -- Personal
    Effect: You enter the Forest Heart stance. Until the stance ends, each enemy within 10 squares is considered Watched by you and when you hit an enemy with a ranged basic attack, you may slide a creature adjacent to that enemy a number of squares equal to your Intelligence modifier.

    Thornbind Essence -- Watcher of the Wild Attack 20
    You enchant your weapon with thorn and root, causing your attacks to sprout thickets of brambles that slash and slow your enemies.
    Daily * Primal, Essence, Weapon
    Standard Action -- Area Burst 2 within weapon range.
    Target: Each enemy in the burst.
    Attack: Wisdom versus Reflex
    Hit: 1[W] + wisdom modifier damage, and each target is Slowed (save ends). The attack creates a zone in the area of the burst. The zone is considered difficult terrain by your enemies, and enemies who end their turn in the zone take 10 + your intelligence modifier damage.
    Sustain minor: The zone persists.
    Effect: Your weapon is imbued with the essence of Binding Thorns until you use another essence power or the encounter ends. While imbued, each time you hit an enemy with a ranged basic attack that attack deals an additional 1d8 damage and the squares occupied or adjacent to the target are considered difficult terrain until the end of your next turn.

    Last edited by Hawk7915; 2014-12-19 at 09:51 PM.
    My first homebrew base class: [3.5] The Planeswalker
    And my Second: [4E] The Death Knight (WIP)


    Quote Originally Posted by streakster View Post

    EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

    EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

  2. - Top - End - #2
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default Re: Class Acts: The Lifebond Seeker - Master of Elemental Enchantments

    I added a new Paragon Path and fluff for everything. I'd love some feedback!
    My first homebrew base class: [3.5] The Planeswalker
    And my Second: [4E] The Death Knight (WIP)


    Quote Originally Posted by streakster View Post

    EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

    EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Feb 2013

    Default Re: Class Acts: The Lifebond Seeker - Master of Elemental Enchantments

    Seekers aren't arcane, so they shouldn't get the Arcane Archer path. Otherwise, it's pretty decent.

    Edit: Oh, I see the path requires an arcane class as well. Nevermind.

    Some of the wording is sloppy. Instead of resist all 10, it should be resist 10 to all damage. Instead of ongoing fire damage 10, it should be ongoing 10 fire damage.

    Arrow storm should have the following wording:

    Target: up to 5 creatures
    Effect: Make a single ranged basic attack against each target.

    The level 17 reaction should be toned down to 2 or 3 [w]. Swordmages don't get a 4 [w] reaction until 27.

    The Watcher of the Wilds encounter power is too powerful. Make it only weaken them.

    The daily power should say "Creatures who end their turn in their turn in the zone take 10 + your intelligence modifier damage.
    Last edited by bloodshed343; 2014-12-19 at 01:49 PM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default Re: Class Acts: The Lifebond Seeker - Master of Elemental Enchantments

    Quote Originally Posted by bloodshed343 View Post
    Seekers aren't arcane, so they shouldn't get the Arcane Archer path. Otherwise, it's pretty decent.

    Edit: Oh, I see the path requires an arcane class as well. Nevermind.

    Some of the wording is sloppy. Instead of resist all 10, it should be resist 10 to all damage. Instead of ongoing fire damage 10, it should be ongoing 10 fire damage.

    Arrow storm should have the following wording:

    Target: up to 5 creatures
    Effect: Make a single ranged basic attack against each target.

    The level 17 reaction should be toned down to 2 or 3 [w]. Swordmages don't get a 4 [w] reaction until 27.

    The Watcher of the Wilds encounter power is too powerful. Make it only weaken them.

    The daily power should say "Creatures who end their turn in their turn in the zone take 10 + your intelligence modifier damage.
    Thanks! Those kind of edits are exactly what I'm hoping for - I always mix up how to word Resist and Vulnerable since I bang out home-brew for so many different editions .
    My first homebrew base class: [3.5] The Planeswalker
    And my Second: [4E] The Death Knight (WIP)


    Quote Originally Posted by streakster View Post

    EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

    EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

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