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Seeker

“I am the lightning strike, the earth’s upheaval, the unruly sea. I am the bringer of your destruction.”

Player’s Handbook 3

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (PHB3 Player’s Handbook 3) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleController. You are a primal hunter who forges bonds with mysterious spirits to gain their aid in bringing down your prey. Depending on your choice of class features, you lean toward either defender or striker as a secondary role.
Power SourcePrimal. Through ancient ceremonies and whispered evocations, you call on primal spirits to lend their might to your cause.
Key AbilitiesWisdom, Strength, Dexterity
Armor ProficienciesCloth, leather
Weapon ProficienciesSimple melee, simple ranged, military ranged
Bonus to Defense+1 Reflex, +1 Will
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day7 + Constitution modifier
Trained SkillsNature. From the class skills list below, choose three more trained skills at 1st level.
Class SkillsAcrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex)
Class FeaturesInevitable shot, Seeker’s Bond

Seekers are primal champions who scour the wilderness in search of those who would defile it. Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow techniques with primal evocations. The combination allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies.

When a seeker looses a missile, the primal spirits bound to it through ancient evocations are freed, sometimes as terrifying beasts and sometimes as nature’s raw destructive potential.

As a seeker, you are both a hunter and a mystic.

You attune yourself to the wilderness you call your home, but you are equally tied to the spirits that dwell in the world around you. With your people’s traditions and whispered advice from the spirits, you navigate the wilds with ease, at home in that environment as any beast. If an enemy appears, you have nothing to fear, both because you have mastered your weapons and because the spirits to whom you have bound yourself add their savage might to your attacks. Whether you use lightning strikes, grasping vines, or spectral beasts, your enemies cannot stand against your assault.

Seeker Class Features

Seekers have the following class features.

Inevitable Shot

You gain the inevitable shot power. You can use this power to call on spirits to send your projectile hurling toward another enemy when you miss with a ranged attack.

Seeker’s Bond

Seekers develop special bonds with primal spirits by offering solemn vows to further the spirits’ purposes. In exchange for these vows, the spirits bestow a measure of their strength to aid their champions’ cause.

Choose one of these options. Your choice provides bonuses to certain seeker powers, as detailed in those powers.

Bloodbond: You gain the encaging spirits power. In addition, while you are not wearing heavy armor, you can shift as a minor action.
Spiritbond: You gain the spirits’ rebuke power. 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.

Creating a Seeker

All seekers depend on Wisdom to commune with the spirits to guide them and aid in their attacks. Seekers bind themselves with spirits through their Seeker’s Bond. Bloodbond and Spiritbond are the most common, and your choice corresponds with one of two seeker builds. Regardless of your particular bond, however, you can choose whatever powers best help you to keep your vow.

Protecting Seeker

The natural world stands in peril thanks to numerous and widespread enemies. You spoke your vow and forged a bond with the primal spirits, swearing to safeguard the land from harm. Wisdom is your most important ability, so it should be your highest score. Strength adds weight to your attacks and punishes those enemies that draw too close. Consider powers that conjure spirits to harry your enemies. You lean toward defender as a secondary role.

Suggested Class Feature: Spiritbond
Suggested Feat: Spiritbond Defense
Suggested Skills: Heal, Insight, Nature, Perception
Suggested At-Will Powers: biting swarm, guardian harrier
Suggested Encounter Power: serpent arrow
Suggested Daily Power: spirit rider

Vengeful Seeker

You have witnessed nature’s destruction and its plunder by cruel and careless mortals. No longer will you wait; vengeance demands blood. A blood oath compels you to hunt down and destroy the world’s enemies, and those who despoil it will find no mercy from you. Wisdom is your most important ability, followed by Dexterity to help keep you one step ahead of your enemies and avoid their attacks. You lean toward striker as a secondary role.

Suggested Class Feature: Bloodbond
Suggested Feat: Bloodied Elusion
Suggested Skills: Acrobatics, Athletics, Nature, Stealth
Suggested At-Will Powers: biting swarm, elemental spirits
Suggested Encounter Power: flickering arrow
Suggested Daily Power: storm of spirit shards

Seeker Powers

Your powers are evocations gained from the bonds you forge with primal spirits. Unlike most other controllers, you use weapons to direct your spirit allies and their destructive wrath, launching arrows or throwing other ranged weapons into your enemies’ midst, only to watch your weapons explode in scorching lightning or booming thunder. Your attacks can also herald the appearance of the spirits themselves, calling them forth to assail your enemies.

Seeker Overview

Characteristics: Your arrows or thrown weapons loose primal power when used. They might manifest as primal spirits hungering for revenge or as icy winds or crackling lightning. Your powers control your enemies, interfering with their movement, holding them in place, or injuring them for their actions. Also, your attacks might call forth spirits to worry your enemies and pursue them across the battlefield.
Religion: Like other primal characters, seekers view the world’s primal spirits as kindred and partners, and they venerate them more than they worship the gods. Seekers who do follow deities commonly worship Melora for her dominion over the forces of nature, Corellon (who is sometimes depicted as the founder of archery), Kord, or Sehanine. Evil seekers sometimes follow Gruumsh or Zehir.
Races: Elves and shifters are the most common seekers, since both their natural inclinations toward primal paths and their inherent abilities make them well matched with the capabilities of the class. Goliaths who favor ranged combat sometimes become seekers (preferring thrown weapons over bows or crossbows), and wilden seekers are also fairly common.

Class Features

Each seeker has the inevitable shot power. You also have either the encaging spirits or the spirits’ rebuke power, depending on the Seeker’s Bond option you select.

ENCEncaging SpiritsSeeker Feature · PHB3Minor Close burst 1 (2 at 11th level, 3 at 21st level)PrimalTgt Each enemy in burst
You call on protecting spirits to harry your foes.
Eff You push each target 1 sq, and each target is slowed until EONT.
ENCInevitable ShotSeeker Feature · PHB3Free PersPrimal
Even as your target ducks under your shot, the projectile moves on its own to find another enemy.
Trig You miss a creature with a ranged attack · Eff You make a RBA against an enemy within 5 sq of the creature you missed, using a sq in that creature’s space as the attack’s origin sq.
Spec You regain the use of this power when you spend an action point.
ENCSpirits’ RebukeSeeker Feature · PHB3Imm React Melee wpnPrimal, WeaponTgt The triggering enemy
You dodge your enemy’s attack, and spirits coalesce around you to punish your attacker.
Req You must be wielding a light thrown or a heavy thrown weapon.
Trig An enemy misses you with a melee attack · Eff Tgt takes 1[W] + Str dmg, and you push it 1 sq.

Level 1 At-Will Evocations

AWBiting SwarmSeeker Attack 1 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Stinging spirit insects swarm around your enemy.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and tgt and each enemy adjacent to it take a –2 penalty to attack rolls until SONT.
Level 21 2[W] + Wis dmg. · Spec You can use this power as a RBA.
AWElemental SpiritsSeeker Attack 1 · PHB3Std Ranged wpnPrimal, Weapon; VariesTgt One creature
Taking the form of blazing flame, crackling ice, sizzling lightning, or thunderous storm, elemental spirits shoot forth to do your enemy harm.
Atk Wis vs AC · Hit 1[W] + Wis dmg of the chosen type. Until EONT, any creature that starts its turn adjacent to tgt takes dmg of the chosen type = Dex.
Spec Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power’s dmg type. · Level 21 2[W] + Wis dmg of the chosen type.
AWGrappling SpiritsSeeker Attack 1 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Spirits erupt from your weapon, seizing your enemy and impeding its movement.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and tgt is slowed and can’t shift until the end of its next turn.
Level 21 2[W] + Wis dmg. · Spec You can use this power as a RBA.
AWGuardian HarrierSeeker Attack 1 · PHB3Std Melee or Ranged wpnPrimal, WeaponTgt One creature
A raptor spirit claws at your foe’s face until the foe retreats.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + Wis dmg. If tgt doesn’t end its next turn at least 2 sq away from its starting position, it takes dmg = Str.
Level 21 2[W] + Wis dmg. · Spec You can use this power as a RBA.
AWThorn Cloud ShotSeeker Attack 1 · PHB3Std Ranged wpnPoison, Primal, Weapon, ZoneTgt One creature
Thorn-covered vines sprout up from the ground around the enemy you strike.
Atk Wis vs AC · Hit 1[W] + Wis dmg. The attack creates a zone in a burst 1 centered on tgt. The zone lasts until SONT. Any creature that ends its turn within the zone takes poison dmg = Wis.
Level 21 2[W] + Wis dmg.

Level 1 Encounter Evocations

ENCFlickering ArrowSeeker Attack 1 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
With a flash, primal motes of light illuminate your target and dazzle those nearby.
Atk Wis vs AC · Hit 1[W] + 1d6 + Wis dmg. Until EONT, tgt can’t benefit from cover, concealment, or total concealment, and enemies take a –2 penalty to attack rolls while within 2 sq of tgt.
Bloodbond Enemies take the penalty while within a number of sq of tgt equal to 2 + Dex.
ENCMischief SpiritsSeeker Attack 1 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Troublesome spirits shimmer around your foe, tripping it if it dares move.
Atk Wis vs AC · Hit 1[W] + 1d6 + Wis dmg. If tgt moves on its next turn, it falls prone at the end of that turn.
Spec You can use this power as a RBA.
ENCPossessing SpiritsSeeker Attack 1 · PHB3Std Ranged wpnCharm, Primal, WeaponTgt One creature
From your foe’s wound, a possessing spirit takes hold, making the foe attack its companion.
Atk Wis vs Will · Hit 1[W] + Wis dmg, and tgt makes a MBA as a free action against an enemy adjacent to it. If that attack hits, tgt and that enemy are also dazed until EONT.
ENCSerpent ArrowSeeker Attack 1 · PHB3Std Melee or Ranged wpnPrimal, WeaponTgt One creature
Your projectile takes the form of a constrictor serpent. Where it strikes, it binds with menacing strength. When it releases, it scatters your foes.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + 1d6 + Wis dmg. At the end of tgt’s next turn, you slide tgt and each enemy adjacent to it 1 sq.
Spiritbond The number of sq you slide the enemies adjacent to tgt equals Str.
ENCSpider SpiritsSeeker Attack 1 · PHB3Std Ranged wpnPoison, Primal, WeaponTgt One creature
The spider spirit sends forth its children to harry your foes.
Atk Wis vs AC · Hit 1[W] + 1d8 + Wis poison dmg, and tgt is slowed and takes a –2 penalty to all defenses until EONT.

Level 1 Daily Evocations

DLYFungal BloomsSeeker Attack 1 · PHB3Std Ranged wpnConjuration, Poison, Primal, Weapon
When your projectile strikes your foe, the air fills with spores that create quivering puffballs where they land.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + Wis dmg, and the primary target is immobilized (save ends).
Eff You conjure four fungal blooms in four different sq adjacent to the primary target. A fungal bloom can make the following secondary attack, using the fungal bloom’s sq as the origin sq. Once a fungal bloom attacks, it disappears. It otherwise lasts until the end of the encounter. Opportunity Action Close burst 1 · Trig An enemy enters the fungal bloom’s sq
2° Tgt Each enemy in burst · 2° Atk Wis vs Fortitude · Hit Wis poison dmg.
DLYRime StrikeSeeker Attack 1 · PHB3Std Ranged wpnCold, Primal, Weapon, ZoneTgt One creature
You attack your enemy and call on primal spirits to rime the ground around it.
Atk Wis vs AC · Hit 1[W] + Wis cold dmg, and tgt is immobilized (save ends).
Eff The attack creates a zone of difficult terrain in a burst 1 centered on tgt. The zone lasts until the end of the encounter. Any creature that enters the zone or starts its turn there takes 5 cold dmg. As a minor action, you can end the zone.
Miss Half dmg.
DLYSpirit RiderSeeker Attack 1 · PHB3Std Melee or Ranged wpnPrimal, WeaponTgt One creature
A malformed spirit leaps from your weapon to latch onto your foe and then slash at nearby enemies when the foe’s attacks fail.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Until the end of the encounter, the first time tgt misses with an attack each round, each enemy adjacent to tgt takes dmg = Wis.
DLYStorm of Spirit ShardsSeeker Attack 1 · PHB3Std Area burst 1 within weapon rangePrimal, WeaponTgt Each enemy in burst
Your projectile becomes a burst of spirit shards, which rain down on your foes.
Atk Wis vs AC · Hit 1[W] + 2d6 + Wis dmg.
Miss Half dmg.
DLYSwarming BatsSeeker Attack 1 · PHB3Std Area burst 2 within 10 squaresPrimal, Weapon, ZoneTgt Each enemy in burst
Your attack brings with it a flutter of bat spirits that confuse your enemies.
Atk Wis vs Reflex · Hit 1[W] + Wis dmg.
Eff You slide each target 1 sq. The burst creates a zone of difficult terrain that lasts until EONT. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant CA. As a move action, you can move the zone 4 sq.
Sust Minor The zone persists.

Level 2 Utility Evocations

DLYHarrying SpiritsSeeker Utility 2 · PHB3Free Close burst 10PrimalTgt One enemy in burst other than the triggering enemy
When your enemy shrugs off an ill effect, you call spirits from the remnants of that effect to distract a different foe.
Trig An enemy you can see saves against an effect that a save can end · Eff Whenever tgt attacks you before the end of the encounter, tgt grants CA until the end of its next turn.
DLYHunter’s InstinctSeeker Utility 2 · PHB3Minor PersPrimal, Stance
In the middle of battle, you know where to strike and make it hurt the most.
Eff Until the stance ends, when you make a ranged weapon attack against any creature within 2 sq of you, you can score a critical hit on a roll of 19–20.
ENCStag’s GraceSeeker Utility 2 · PHB3Minor PersPrimal
With spirit-granted grace, you move and attack in a way that prevents your foe from taking advantage of your attention being elsewhere.
Eff Choose one enemy you can see. Until EONT, you do not provoke OAs from that enemy.
ENCStone Spirit WardSeeker Utility 2 · PHB3Minor PersPrimal
You become as resilient as stone, causing attacks to bounce off you with little effect.
Eff Until EONT, you gain resistance to all dmg = Str.

Level 3 Encounter Evocations

ENCBurrowing ShotSeeker Attack 3 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Beetles burrow into your enemy’s flesh, erupting to attack nearby foes when your target makes an aggressive action.
Atk Wis vs AC · Hit 1[W] + 1d8 + Wis dmg. The first time tgt makes an attack before EONT, each enemy adjacent to tgt takes 5 dmg.
ENCEscaping ShotSeeker Attack 3 · PHB3Std Ranged wpnPrimal, Psychic, WeaponTgt One creature
Brandishing your weapon, you call forth spirits to stupefy your enemy.
Atk Wis vs Will · Hit 1[W] + Wis psychic dmg, and tgt is dazed until EONT.
Eff You shift 1 sq.
Bloodbond The number of sq you shift equals Dex. · Spec Making this attack doesn’t provoke an OA from tgt.
ENCSpectral Scorpion StingSeeker Attack 3 · PHB3Std Melee or Ranged wpnConjuration, Poison, Primal, WeaponTgt One creature
Your attack calls forth a spirit scorpion to sting your enemies.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 2[W] + Wis poison dmg. You conjure a spirit scorpion in an unoccupied sq adjacent to tgt. The scorpion lasts until EONT. Any enemy that starts its turn adjacent to the scorpion takes 5 poison dmg if it ends its turn not adjacent to the scorpion.
ENCStampede ShotSeeker Attack 3 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Spectral bison appear and follow your projectile as it streaks toward your enemy.
Atk Wis vs Fortitude · Hit 1[W] + 1d6 + Wis dmg, and you push tgt 2 sq, then push each enemy adjacent to it 2 sq.
Spiritbond The number of sq you push tgt equals Str.
ENCWinter SpiritSeeker Attack 3 · PHB3Std Ranged wpnCold, Primal, WeaponTgt One creature
Winter spirits swirl and dance in eddies of snow that appear where your attack falls.
Atk Wis vs Fortitude · Hit 1[W] + Wis cold dmg, and tgt is immobilized until the end of its next turn.
Spec You can use this power as a RBA.

Level 5 Daily Evocations

DLYCorralling ShotSeeker Attack 5 · PHB3Std Ranged wpnPrimal, Reliable, Weapon
Your projectile divides midflight into three barbs, which thrust two foes toward a third.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 2[W] + Wis dmg. Make a secondary attack.
2° Tgt One or two creatures that are within 5 sq of the primary target · 2° Atk Wis vs AC · Hit 1[W] dmg, and you slide the secondary target 5 sq to a sq adjacent to the primary target.
DLYEnsnaring ShotSeeker Attack 5 · PHB3Std Ranged wpnPrimal, Weapon, Zone
Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that grow into binding vines.
1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 1[W] + Wis dmg, and the primary target is restrained (save ends).
Eff The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone lasts until EONT. Until the zone ends, you can make the following secondary attack, using a sq within the zone as the origin sq. Opportunity Action Close burst 1 · Trig An enemy enters the zone or starts its turn there
2° Atk Wis vs Reflex
2° Tgt The triggering enemy in burst · Hit The secondary target is immobilized (save ends).
Sust Minor The zone persists.
DLYCall of the Ghost WolfSeeker Attack 5 · PHB3Std Melee or Ranged wpnConjuration, Primal, WeaponTgt One creature
Your attack calls forth a wolf spirit to keep your foes at bay.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + 1d6 + Wis dmg.
Eff You conjure a ghost wolf in an unoccupied sq adjacent to tgt. The wolf occupies its sq and lasts until EONT. Your allies can flank enemies with the wolf and deal 2d6 extra dmg when they hit enemies flanked by it.
Sust Minor The wolf persists, and each enemy adjacent to it takes a –2 penalty to attack rolls until EONT.
DLYProtecting SpiritsSeeker Attack 5 · PHB3Std Close burst 1Primal, WeaponTgt Each enemy in burst
With a flurry of spirit-guided attacks, you knock your foes away.
Atk Wis vs Will · Hit 1[W] + 1d6 + Wis dmg, and you push tgt 2 sq and knock it prone.
Miss Half dmg, and you push tgt 1 sq.
DLYWildfire ShotSeeker Attack 5 · PHB3Std Ranged wpnFire, Primal, WeaponTgt One creature
Your enemy erupts in fire, which spreads to its allies.
Atk Wis vs Reflex · Hit 1[W] + Wis fire dmg, and ongoing 5 fire dmg (save ends). Whenever tgt takes this ongoing dmg, each enemy adjacent to tgt takes ongoing 5 fire dmg (save ends).
Miss Half dmg, and ongoing 5 fire dmg (save ends).

Level 6 Utility Evocations

DLYBlurring StrideSeeker Utility 6 · PHB3Minor PersIllusion, Primal
When you move across the battlefield, you become less and less distinct.
Eff You assume a blurry form until EONT. Until this form ends, if you end a move action at least 3 sq from where you started, you gain concealment until EONT.
Sust Minor The form persists.
ENCCloak of QuillsSeeker Utility 6 · PHB3Minor PersPrimal
Sharp spines emerge from your skin, making your enemies think twice about striking you.
Eff Until EONT, whenever an adjacent enemy hits you with an OA, that enemy takes dmg = Str.
ENCEagle’s AimSeeker Utility 6 · PHB3Minor PersPrimal
Your eyesight sharpens until you can pick out the most distant foes.
Eff Until EONT, you take no penalty to attack rolls for attacking at long range.
ENCEarthbond GiftSeeker Utility 6 · PHB3Minor PersPrimal
When at your weakest, you draw renewing strength from the land.
Req You must be bloodied or weakened.
Eff You gain temp HP equal to twice Wis. If you are weakened, you can also make a saving throw against a single effect on you that is weakening you.

Level 7 Encounter Evocations

ENCFeyjump ShotSeeker Attack 7 · PHB3Std Ranged wpnPrimal, Teleportation, WeaponTgt One or two creatures
Your missiles shine with emerald light and carry with them the Feywild’s power to relocate your foe.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and you teleport tgt 3 sq.
Eff If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 sq. If you do so, both targets are dazed until EONT.
ENCThunder SpiritSeeker Attack 7 · PHB3Std Ranged wpnPrimal, Thunder, WeaponTgt One creature
A distant rumble sounds, portending what will happen when your missile finds its mark.
Atk Wis vs AC · Hit 1[W] + Wis thunder dmg, and tgt falls prone and is deafened until EONT.
Bloodbond Each enemy adjacent to tgt takes thunder dmg = Dex and is deafened until EONT.
ENCTremor ShotSeeker Attack 7 · PHB3Std Ranged wpnPrimal, Weapon
When your shot strikes your foe, the ground trembles around it.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + 1d8 + Wis dmg. Make a secondary attack that is an area burst 1 centered on the primary target.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Fortitude · Hit You slide the secondary target 1 sq, and it grants CA until EONT.
ENCWasp Sting ShotSeeker Attack 7 · PHB3Std Ranged wpnPoison, Primal, Weapon, ZoneTgt One creature
Vicious wasps fill the air around your enemy, adding their stingers to your weapon’s bite.
Atk Wis vs AC · Hit 1[W] + 1d6 + Wis poison dmg. The attack creates a zone in a burst 1 centered on tgt. The zone lasts until EONT. Any enemy that enters the zone or starts its turn there takes poison dmg = Wis.
Spec You can use this power as a RBA.
ENCWindstorm StrikeSeeker Attack 7 · PHB3Std Area burst 1 within weapon rangePrimal, WeaponTgt Each enemy in burst
The winds pick up with sudden force, knocking your enemies away.
Atk Wis vs Fortitude · Hit 1[W] + Wis dmg, and you push tgt 2 sq.
Spiritbond The number of sq you push tgt equals Str.

Level 9 Daily Evocations

DLYBinding ShotSeeker Attack 9 · PHB3Std Ranged wpnPrimal, WeaponTgt Two creatures within 5 sq of each other
Two shots leap toward your foes, and when the shots strike, tendrils spread out to bind the foes together.
Atk Wis vs AC · Hit 1[W] + 1d8 + Wis dmg.
Eff If both attacks hit, you slide one of the targets 5 sq to a sq adjacent to the other target, and each target is bound by vines (save ends). Until this effect ends on a target, that target can’t move by any means to a sq that isn’t adjacent to the other target. When a target makes a saving throw against this effect, tgt can take 10 dmg to gain a +5 bonus to the saving throw.
Miss Half dmg.
DLYNature’s VengeanceSeeker Attack 9 · PHB3Std Ranged or Melee wpnPrimal, Weapon, ZoneTgt One creature
When you attack, nature responds with vines that ensnare your enemies.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + 1d6 + Wis dmg. You slide tgt 1 sq, and it is immobilized (save ends).
Eff The attack creates a zone in a burst 1 centered on tgt. The zone lasts until EONT. Whenever an enemy within the zone deals dmg with an attack, that enemy is immobilized (save ends). If that enemy is already immobilized, it takes 5 dmg, and it is restrained instead of immobilized (save ends).
Miss Half dmg. · Sust Minor The zone persists.
DLYSpirits of Fire and IceSeeker Attack 9 · PHB3Std Ranged wpnCold, Fire, Primal, WeaponTgt One creature
Flames and frost mingle their power to destroy your enemies.
Atk Wis vs AC · Hit 1[W] + Wis fire dmg. Choose either tgt or one creature adjacent to it. The creature you choose takes ongoing 5 cold dmg and is immobilized (save ends both). Whenever that creature takes this ongoing dmg, each enemy adjacent to it takes 5 cold dmg.
Miss Half dmg, and tgt takes ongoing 5 cold dmg (save ends).
DLYSquall SpiritSeeker Attack 9 · PHB3Std Ranged wpnLightning, Primal, Thunder, WeaponTgt One creature
Spawned from raging spring storms, the squall spirits strike your foes with primal fury.
Atk Wis vs Fortitude · Hit 1[W] + 2d8 + Wis lightning dmg, and each enemy adjacent to tgt takes 5 thunder dmg.
Miss Half dmg.

Level 10 Utility Evocations

DLYBurrowing StrideSeeker Utility 10 · PHB3Minor PersPrimal, Stance
You dive into the earth and reappear some distance from your starting point.
Eff Until the stance ends, you can use a move action to move either your speed through loose earth or half your speed through solid stone. You must end the move in an unoccupied space.
ENCFeywild JauntSeeker Utility 10 · PHB3Move PersPrimal
You vanish into the Feywild. A moment later, you reappear some distance away from where you disappeared.
Eff You are removed from play. At SONT, you reappear in an unoccupied space of your choice. That space must be within a number of sq of the space you left equal to your speed.
DLYHost of SparrowsSeeker Utility 10 · PHB3Imm React PersPolymorph, Primal
As you are hurt, you dissipate into a host of sparrows, flying to re-form farther away.
Trig You are damaged by an attack · Eff You assume the form of a cloud of flying sparrows until SONT, and you fly your speed without provoking OAs. While in this form, you are insubstantial, you can’t attack, and you can’t pick up or manipulate objects. If you are still airborne at the start of your turn, you land without taking falling dmg.
DLYSheltering UnderbrushSeeker Utility 10 · PHB3Minor Close burst 2Primal, Zone
Vines and undergrowth burst forth to shelter you.
Eff The burst creates a zone that lasts until EONT. You and your allies have cover while within the zone, and the zone is difficult terrain for your enemies.
Sust Minor The zone persists.

Level 13 Encounter Evocations

ENCFeymire TrapSeeker Attack 13 · PHB3Std Melee or Ranged wpnPrimal, Teleportation, WeaponTgt One creature
Your attack causes your enemy to fall through a fold in space and appear elsewhere, hindered by primal spirits.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + 2d6 Wis dmg. You teleport tgt 3 sq, and it is slowed until the end of its next turn.
ENCRabid ShotSeeker Attack 13 · PHB3Std Ranged wpnPoison, Primal, WeaponTgt One creature
Your attack poisons your foe, causing it to throw itself at its ally.
Atk Wis vs Fortitude · Hit 1[W] + Wis poison dmg. Tgt must use a free action to charge a creature of your choice. If the charge attack misses or tgt can’t charge anyone, tgt takes 10 poison dmg.
ENCRaven Wing ShotSeeker Attack 13 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Avian shadows swirl and flutter about your prey, their talons leaving bloody rents.
Atk Wis vs AC · Hit 1[W] + 1d8 + Wis dmg. If tgt doesn’t end its next turn at least 2 sq away from its starting position, it takes 1d8 dmg.
Spec You can use this power as a RBA.
ENCSwarming SpiritsSeeker Attack 13 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Angry bees follow your missile, swarming around your enemy until it cannot see and pestering other enemies nearby.
Atk Wis vs AC · Hit 1[W] + Wis dmg. Until EONT, tgt is blinded, and enemies take a –2 penalty to attack rolls while within 2 sq of tgt.
Bloodbond Enemies take the penalty while within a number of sq of tgt equal to 2 + Dex.
ENCWind SpiritsSeeker Attack 13 · PHB3Std Area burst 1 within weapon rangePrimal, WeaponTgt Each enemy in burst
The wind whips around you and shrieks when you make your attack.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and you push tgt 2 sq and knock it prone.
Spiritbond The number of sq you push tgt equals Str. · Spec Using this power doesn’t provoke OAs.

Level 15 Daily Evocations

DLYCorrosive SlimeSeeker Attack 15 · PHB3Std Ranged wpnAcid, Primal, WeaponTgt One creature
Your missile slams into the foe, causing its skin to bubble. Corrosive ropes of slime then burst from it and burn your other enemies.
Atk Wis vs AC · Hit 1[W] + Wis acid dmg, and tgt and each enemy adjacent to it take ongoing 10 acid dmg (save ends).
Eff Any creature reduced to 0 HP by this power dissolves into a puddle of corrosive slime that fills the creature’s space. Until the end of the encounter, any creature that enters that space or starts its turn there takes 5 acid dmg.
Miss Half dmg, and each enemy adjacent to tgt takes 5 acid dmg.
DLYFey SinkholeSeeker Attack 15 · PHB3Std Area burst 1 within weapon rangePrimal, Psychic, Teleportation, Weapon, ZoneTgt The triggering creature in burst
You open a temporary rift to the Feywild. A vortex of beguiling magic lashes around the opening, dragging creatures toward it.
Eff The burst creates a zone that lasts until the end of the encounter or until you dismiss it as a minor action. Until the zone ends, you can make the following attack, using a sq within the zone as the origin sq. Opportunity Action Close burst 1 · Trig A creature starts its turn within the zone · Atk Wis vs Will · Hit 5 psychic dmg, and tgt is dazed until the start of its next turn. If tgt leaves the zone before the end of its turn, you can use a free action to teleport tgt to a sq within the zone.
DLYTriple Raptor ShotSeeker Attack 15 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Your attack explodes into spirit raptors, which tear at your foe.
Atk Wis vs Reflex. Make the attack three times. · Hit 1[W] + Wis dmg.
Miss Half dmg.
DLYWave of SleepSeeker Attack 15 · PHB3Std Area burst 2 within weapon rangePrimal, Sleep, WeaponTgt Each enemy in burst
Your projectile dissolves into a blast of sand that lodges in your opponents’ eyes, causing unendurable fatigue.
Atk Wis vs Fortitude · Hit Tgt is dazed (save ends).
First Failed Saving Throw Tgt is unconscious instead of dazed (save ends). · Miss Tgt is dazed (save ends).

Level 16 Utility Evocations

ENCBramble HideSeeker Utility 16 · PHB3Minor PersPrimal
Thorny vines emerge from your skin, promising pain to any who try to harm you.
Eff Until EONT, you gain a +2 bonus to AC, and any creature that hits you with a melee attack takes 10 + Wis dmg.
ENCEarthfriendSeeker Utility 16 · PHB3Minor Close burst 5PrimalTgt You and each ally in burst
The land welcomes you and your allies as old friends, allowing you easy passage.
Eff Each target ignores difficult terrain until EONT.
Sust Minor The effect persists.
ENCEphemeral WingsSeeker Utility 16 · PHB3Imm React PersPrimal
When you’re struck, ephemeral wings carry you to safety.
Trig An enemy damages you with a melee or a close attack · Eff You fly a number of sq = Wis and must land in a sq that is farther away from the enemy than where you started. This movement doesn’t provoke OAs.
DLYSure SightSeeker Utility 16 · PHB3Minor PersPrimal
Your missiles shine with emerald light, and no earthly force can block your sight.
Eff Until the end of the encounter, you gain darkvision, ignore concealment and total concealment, and are immune to the blinded condition.

Level 17 Encounter Evocations

ENCConvocation of ArrowsSeeker Attack 17 · PHB3Std Ranged wpnPrimal, WeaponTgt One or two creatures
Screeching eagles join the fight, emerging from the spirit world to savage your foes.
Atk Wis vs AC · Hit 1[W] + 1d8 + Wis dmg.
Spec You can use this power as a RBA.
ENCFlesh-Tether ShotSeeker Attack 17 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
The missile punches through your enemy, dragging some of the creature’s viscera with it as it slams into the ground. It can move, but it’s going to hurt.
Atk Wis vs AC · Hit 1[W] + Wis dmg. If tgt moves before EONT, it takes 5 dmg and is dazed until the end of its next turn.
Bloodbond Tgt also grants CA until EONT.
ENCInfestation of MothsSeeker Attack 17 · PHB3Std Melee or Ranged wpnPolymorph, Primal, WeaponTgt One creature
Your enemy collapses into a fluttering cloud of moths, which blind nearby enemies.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 1[W] + 2d8 + Wis dmg, and you slide tgt 3 sq. Until SONT, tgt is insubstantial, and enemies are blinded while adjacent to it.
Spiritbond The number of sq you slide tgt equals 2 + Str.
ENCSprite DanceSeeker Attack 17 · PHB3Std Ranged wpnPrimal, Teleportation, WeaponTgt One creature
Cunning sprites emerge from the Feywild to dance with your enemies and draw them into danger across the battlefield.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and you teleport tgt 5 sq. One ally adjacent to the destination space can then make a MBA against tgt as an immediate reaction.

Level 19 Daily Evocations

DLYCaptivating MissileSeeker Attack 19 · PHB3Std Ranged wpnCharm, Primal, Reliable, WeaponTgt One creature
When your missile strikes, blue and green light plays across your foe briefly as you establish control over its mind.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and tgt is dominated (save ends).
Spec You can use this power as a RBA.
DLYConflagration SpiritSeeker Attack 19 · PHB3Std Ranged wpnFire, Primal, WeaponTgt One creature
Your projectile ignites with blue flames, spilling liquid fire wherever it falls.
Atk Wis vs AC · Hit 1[W] + 2d8 + Wis fire dmg, and ongoing 10 fire dmg (save ends).
Eff Each enemy adjacent to tgt takes 10 fire dmg.
Miss Half dmg.
DLYFury SpiritsSeeker Attack 19 · PHB3Std Ranged wpnConjuration, Primal, Weapon
A well-placed shot calls forth primal spirits that carry your enemy’s pain to your other enemies.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + 2d8 + Wis dmg.
Eff You conjure four fury spirits in four different sq adjacent to the primary target. Each spirit can make the following secondary attack, using the spirit’s sq as the origin sq. Once a spirit attacks, it disappears. It otherwise lasts until the end of the encounter. Opportunity Action Close burst 1 · Trig An enemy enters the spirit’s sq
2° Tgt Each enemy in burst · 2° Atk Wis vs Reflex · Hit 5 + Wis dmg.
DLYGrasping VinesSeeker Attack 19 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Your attack causes vines to twist around your foe. They don’t let go until it has felt pain.
Atk Wis vs AC · Hit 1[W] + 3d8 + Wis dmg. Tgt is then immobilized until it has taken at least 10 dmg.
Miss Half dmg, and tgt is immobilized until EONT.
DLYRending VinesSeeker Attack 19 · PHB3Std Area burst 2 within weapon rangePrimal, Weapon, ZoneTgt Each enemy in burst
Thorny vines erupt from the earth and snake around your enemies, tearing at them as they try to escape.
Atk Wis vs Reflex · Hit 1[W] + 1d8 + Wis dmg, and tgt is restrained (save ends).
Eff The burst creates a zone of difficult terrain that lasts until EONT. Any enemy that starts its turn within the zone takes 5 dmg. Until the zone ends, you can make the following secondary attack, using a sq within the zone as the origin sq. Free Action Close burst 1 · Trig An enemy enters the zone
2° Tgt The triggering enemy in burst · 2° Atk Wis vs Reflex · Hit 5 dmg, and the secondary target is restrained (save ends).
Sust Minor The zone persists.

Level 22 Utility Evocations

ENCGuiding SpiritSeeker Utility 22 · PHB3Minor PersPrimal
Spirits guide your aim, helping you strike a distant foe.
Eff You gain a +5 pwr bonus to the next ranged attack roll you make before the end of your turn.
ENCLand PassageSeeker Utility 22 · PHB3Imm Intr Melee 1PrimalTgt You or you and one ally
The earth opens up and welcomes you and your friend into its primal embrace.
Trig You are targeted by an attack · Eff The targets are removed from play. At SONT, they each reappear in unoccupied spaces within 5 sq of the space you left.
DLYNature’s PassageSeeker Utility 22 · PHB3Minor PersPrimal, Stance
For a time, you walk partly in the world and partly in the realm of the spirits.
Eff Until the stance ends, you are phasing.
DLYPrimal MorassSeeker Utility 22 · PHB3Std Area burst 5 within 10 squaresPrimal, Zone
Water bubbles up from the ground and creates a morass.
Eff The burst creates a zone that lasts until EONT. Each sq within the zone requires 2 extra sq of movement to enter. Creatures ignore this effect while flying.
Sust Minor The zone persists.

Level 23 Encounter Evocations

ENCQuill StormSeeker Attack 23 · PHB3Std Ranged wpnPrimal, Weapon
When your projectile hits your enemy, long quills tear from it and fly outward.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + 2d8 + Wis dmg. Make a secondary attack that is an area burst 3 centered on the primary target.
2° Tgt Each creature in burst other than the primary target · 2° Atk Wis vs Reflex · Hit 1d8 dmg, and the secondary target takes a –2 penalty to attack rolls (save ends).
ENCRoaring MissileSeeker Attack 23 · PHB3Std Area burst 2 within weapon rangePrimal, Thunder, WeaponTgt Each enemy in burst
As you attack, your body vibrates with a deep rumble that transitions into a destructive roar from the spirit world and slams into your enemies.
Atk Wis vs Fortitude · Hit 1[W] + Wis thunder dmg. Until EONT, tgt is deafened and dazed, and each enemy adjacent to it is deafened.
ENCSinking EarthSeeker Attack 23 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
The ground turns to mud beneath your enemy’s feet, trapping it in a quagmire.
Atk Wis vs AC · Hit 2[W] + Wis dmg. Until EONT, tgt is restrained, and enemies adjacent to it are slowed.
Spec You can use this power as a RBA.
ENCSpirit InfernoSeeker Attack 23 · PHB3Std Melee or Ranged wpnFire, Primal, WeaponTgt One creature
Sparks fly from your weapon as you hit your foe, which erupts in flames that grow worse when its allies attack.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs Reflex · Hit 2[W] + Wis dmg. Until EONT, tgt is immobilized and takes 5 fire dmg whenever an enemy within 5 sq of it makes an attack.
Spiritbond Add Str to the fire dmg.
ENCStride-Breaking ShotSeeker Attack 23 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
You strike your foe in a sensitive spot, and if the foe retreats, the wound becomes more painful.
Atk Wis vs AC · Hit 1[W] + 2d6 + Wis dmg. Until EONT, tgt takes 5 dmg whenever it moves on its turn or uses an attack power.
Bloodbond Add Dex to the dmg tgt takes whenever it moves on its turn or uses an attack power.

Level 25 Daily Evocations

DLYLightning BurstSeeker Attack 25 · PHB3Std Ranged wpnLightning, Primal, Weapon
At your command, tiny sparks grow into humanoid shapes formed from lightning that dance and scorch your enemies.
1° Tgt One or two creatures · 1° Atk Wis vs AC · Hit 2[W] + Wis lightning dmg. · Miss Half dmg.
Eff Make a secondary attack for each primary target. Each attack is an area burst 1 centered on a different primary target.
2° Tgt Each creature in burst other than the primary targets · 2° Atk Wis vs Reflex · Hit 1d10 + Wis lightning dmg.
DLYSlavering SentinelsSeeker Attack 25 · PHB3Std Area burst 2 within weapon rangeConjuration, Fear, Primal, WeaponTgt The triggering enemy
From the circle drawn with your weapon, slavering spirit beasts appear around you and shelter you from harm.
Eff You conjure four spirit sentinels in four different unoccupied sq in the burst. The sentinels occupy their sq, and they last until EONT. The sentinels grant cover to you and your allies. As a move action, you can move a single sentinel to a sq within 10 sq of you. While the sentinels persist, you can make the following attack through them. Opportunity Action Melee 1 · Trig An enemy starts its turn adjacent to a sentinel · Atk Wis vs Reflex · Hit 3d8 + Wis dmg, and you push tgt 5 sq from the sentinel.
Sust Minor The sentinels persist.
DLYThundering ShotSeeker Attack 25 · PHB3Std Ranged wpnPrimal, Thunder, Weapon
An earsplitting crack sounds when you strike, sending thunder out in all directions.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 2[W] + Wis thunder dmg.
Eff Make a secondary attack that is an area burst 1 centered on the primary target.
2° Tgt Each creature in burst · 2° Atk Wis vs Fortitude · Hit 10 thunder dmg, and the secondary target is dazed and slowed (save ends both).
DLYWind of DecaySeeker Attack 25 · PHB3Std Ranged wpnPoison, Primal, Weapon, ZoneTgt One creature
A fetid wind carries your missile into the heart of your foes and delivers a sickening stench.
Atk Wis vs AC · Hit 2[W] + 2d8 + Wis dmg, and tgt and each enemy adjacent to it are dazed (save ends).
Eff The attack creates a zone in a burst 1 centered on tgt. The zone lasts until you dismiss it as a minor action or until the end of the encounter. Any creature that ends its turn within the zone takes 10 poison dmg. As a move action, you can move the zone 4 sq.

Level 27 Encounter Evocations

ENCAbundant GrowthSeeker Attack 27 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Your missile takes root in the target, sprouting creeping vines that cause the target to stumble and fall.
Atk Wis vs AC · Hit 2[W] + 2d6 + Wis dmg, and tgt is slowed until SONT. The first time tgt takes dmg while slowed by this power, tgt is instead immobilized until EONT. The first time tgt takes dmg while immobilized by this power, tgt falls prone.
ENCAngry EarthSeeker Attack 27 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Spirits of stone and soil rise in answer to your attack’s call and knock down your foes.
Atk Wis vs AC · Hit 2[W] + 2d6 + Wis dmg, and tgt and all enemies within 2 sq of it fall prone.
ENCDevouring ArrowSeeker Attack 27 · PHB3Std Ranged wpnNecrotic, Primal, WeaponTgt One creature
Your projectile rots as it flies toward your foe, until nothing but horrid maggots remain to feast on the foe.
Atk Wis vs Fortitude · Hit 2[W] + Wis necrotic dmg, and tgt and each creature adjacent to it are weakened until EONT.
Spec You can use this power as a RBA.
ENCRazor HailSeeker Attack 27 · PHB3Std Area burst 2 within weapon rangeCold, Primal, WeaponTgt Each creature in burst
Your projectile splinters into a cloud of razor-sharp icicles that rip flesh and then melt away in a crimson flood.
Atk Wis vs Reflex · Hit 2[W] + Wis cold dmg. If tgt moves more than half its speed on its next turn, it falls prone at the end of that turn.
Bloodbond If tgt moves at all on its next turn, it grants CA until EONT.
ENCWidows’ NetSeeker Attack 27 · PHB3Std Melee or Ranged wpnPoison, Primal, WeaponTgt One creature
The wound your weapon inflicts gives birth to swarming black widows, causing your foe to fall back and ensnare its allies.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. · Atk Wis vs AC · Hit 2[W] + Wis poison dmg, and you slide tgt 2 sq. Each enemy adjacent to tgt at the end of this movement is restrained until EONT.
Spiritbond The number of sq you slide tgt equals Str.

Level 29 Daily Evocations

DLYBaleful ShotSeeker Attack 29 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
The foe you strike with your projectile warps and twists excruciatingly, the sight of which unnerves your enemies.
Atk Wis vs AC · Hit 2[W] + 2d8 + Wis dmg, and tgt is stunned (save ends).
Eff Any enemy that can see tgt and isn’t immune to fear takes a –2 penalty to attack rolls until SONT.
Miss Half dmg, and tgt is dazed (save ends).
DLYBones of the EarthSeeker Attack 29 · PHB3Std Ranged wpnPrimal, WeaponTgt One creature
Jagged rocks burst forth in answer to your attack and close on your enemy, crushing it in a stony embrace.
Atk Wis vs AC · Hit 2[W] + 3d8 + Wis dmg, and tgt takes 10 dmg whenever it moves on its turn (save ends).
Miss Half dmg, and tgt takes 5 dmg whenever it moves on its turn (save ends).
DLYTrampling ShotSeeker Attack 29 · PHB3Std Close blast 5Primal, WeaponTgt Each enemy in blast
At your call, spectral rhinos slam into your foes, and then you fire, taking advantage of the chaos unleashed by the stampede.
Atk Wis vs Reflex · Hit 2[W] + Wis dmg, and you knock tgt prone.
Eff You make a RBA with a +2 bonus to attack rolls for each target you hit with the close blast and a +5 bonus to dmg rolls for each target you missed with it.
DLYUttercoldSeeker Attack 29 · PHB3Std Ranged wpnCold, Primal, WeaponTgt One creature
Heat flees the target of your attack, freezing the target solid.
Atk Wis vs AC · Hit 2[W] + 2d8 + Wis cold dmg, and tgt is restrained and gains vulnerable 10 to all dmg (save ends both). In addition, any enemy that starts its turn adjacent to tgt takes 5 cold dmg and is slowed until the start of its next turn.
Miss Half dmg, and tgt is slowed (save ends).

Paragon Paths

Crimson Hunter

“There is nowhere to hide, prey, for your blood stinks of your fear.”

Prerequisite: Seeker

The spirits demand recompense for crimes committed against the natural world, and they accept payment only in blood. You are their collector. You range the land to exact the price your enemies must pay for violating the world. You are a relentless hunter, ruthless in your mien and efficient in your methods.

The spirits aid you in your efforts by imparting to you the ancient hunting methods of your people.

Though your ancestors used these techniques to bring down game, you find them equally effective in eliminating your foes. Each time an enemy falls, you reaffirm your bond to your spirit guides, offering the fallen enemy as a sacrifice to slake their thirst until you next come upon a deserving foe.

As a crimson hunter, you focus on the striker elements found in many seeker evocations. The smell of blood provokes you, letting you move more quickly to engage your enemies. These techniques allow you to close the distance to bring an enemy in range or to skirt the battlefield for your next strike.

Path Features

Crimson Hunter’s Action (11th level): When you spend an action point to take an extra action, you gain a +1 bonus to speed until the end of the encounter.
Accurate Arrow (11th level): You gain a +1 bonus to the attack rolls of your ranged basic attacks.
Keen Missile (16th level): When you make a ranged basic attack, you can score a critical hit on a roll of 19–20.

Path Evocations

ENCRavaging ShotCrimson Hunter Attack 11 · PHB3Std Ranged wpnPrimal, Weapon
You draw from your ancestors’ insights to guide your shots.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and tgt gains vulnerable 5 to all dmg until EONT.
Spec You can use this power as a RBA.
ENCHunter’s MobilityCrimson Hunter Utility 12 · PHB3Imm React PersPrimal
An enemy’s momentary weakness gives you the chance to adjust your position.
Trig An enemy you can see is bloodied by an attack · Eff You shift half your speed.
DLYBloody DespairCrimson Hunter Attack 20 · PHB3Std Ranged wpnPrimal, Reliable, WeaponTgt One bloodied creature
Your careful shot nudges the enemy into despair, robbing it of some of its strength.
Atk Wis vs Fortitude · Hit 3[W] + Wis dmg, and tgt is weakened (save ends). Tgt takes a –5 penalty to saving throws against this effect until the end of its next turn.

Death Arrow

“Let my black arrow be the answer to your violation.”

Prerequisite: Seeker, Bloodbond class feature

Through ancient ceremonies and whispers of vengeance, you bind within your arrows all the rage and indignation you possess. The process transforms each arrow into a macabre length of polished bone capped with a jagged tip and fitted with black fletching.

When you fire these wicked barbs from your bow, they bite deep, delivering death’s fatal message.

By walking the path of the death arrow, you deliver punishing damage when you attack single targets and can wreak havoc when you spread your attacks among several foes at once. For you, destroying an enemy eclipses any other concern, and thus you commit yourself to annihilating your foes, no matter the cost.

To master the death arrow ceremonies, you must deal with the most unnerving and violent primal spirits. Such contact leaves an indelible mark on you, such that your features grow severe, your eyes wild, and your temper fragile. More than anything, your unwillingness to grant quarter to those who ask it and your single-minded devotion to utterly ruining your foes can prove unnerving to your companions.

Path Features

Rattling Arrows (11th level): Whenever you hit an enemy with a ranged attack and are hidden from that enemy, all enemies adjacent to the target take a –2 penalty to attack rolls until the end of your next turn. Enemies immune to fear do not take this penalty.
Brutal Arrows (11th level): When you spend an action point to make a ranged or an area attack, you can reroll any of the attack’s damage dice that come up as a 1 or a 2. You keep rerolling a die until you get a number other than 1 or 2.
Death Arrows (16th level): Whenever you hit an enemy currently affected by your Rattling Arrows penalty, your can score a critical hit on a roll of 18–20.

Path Evocations

ENCSavage ArcheryDeath Arrow Attack 11 · PHB3Std Area burst 2 within weapon rangePrimal, WeaponTgt Each creature in burst
The vengeance that you instill in each shot tears into your foes and lowers their defenses.
Atk Wis vs Reflex · Hit 1W] + Wis dmg, and tgt takes a –2 penalty to AC and Fortitude until EONT.
ENCBinding AimDeath Arrow Utility 12 · PHB3Minor PersPrimal
You pause long enough to whisper your enemy’s name to the arrow you are about to fire.
Eff You gain a +6 pwr bonus to the next ranged attack roll that you make before SONT.
DLYCloud of DoomDeath Arrow Attack 20 · PHB3Std Area burst 3 within weapon rangePrimal, WeaponTgt Each creature in burst
You launch many arrows, causing a black cloud of them to fall on your foes and litter the ground with broken shafts and razor-sharp barbs.
Atk Wis vs AC · Hit 2[W] + Wis dmg. If tgt is flying, it falls prone.
Eff The burst creates a zone of difficult terrain that lasts until the end of the encounter. Any creature takes 5 dmg when it enters the zone on its turn.

Seven Fates Archer

“Go forth, spirits, and make true the portents of my enemies’ defeat.”

Prerequisite: Seeker

Spirits are everywhere in the world, from haunted forests to windswept mountains. These entities can be nothing more than wild emotions given half-realized form, or they can possess vast intelligence, with memories stretching back to the world’s earliest days. You turn to these spirits to help you protect the world, drawing from their vast and mysterious power to glimpse your enemies’ fates and bring about their final ends.

Communing with the land’s spirits reveals possible futures, from which you pluck the strands of fate that coincide best with your travels, and you weave those strands into your bowstring. Arrows fired from the bow carry with them the fates your enemies deserve.

This paragon path is one of guardianship. Just as you can harry enemies by loosing spirits at them, so too can you alter the fates of those around you. These techniques help keep your allies from harm, even as you frustrate and confound your foes.

Path Features

Guarding Shot (11th level): Whenever you make a ranged attack, you can take a –2 penalty to the attack roll against one of the targets to grant a +2 bonus to the AC of one ally adjacent to that target. The bonus lasts until the end of your next turn.
Pinning Action (11th level): When you spend an action point to make a ranged basic attack, targets hit by the attack are also immobilized and grant combat advantage until the end of your next turn.
Opportunity Shot (16th level): Whenever you can make an opportunity attack, you can make a ranged basic attack in place of a melee basic attack. Your attack doesn’t provoke opportunity attacks.

Path Evocations

ENCSpirit ShacklesSeven Fates Archer Attack 11 · PHB3Std Area burst 1 within weapon rangePrimal, WeaponTgt Each enemy in burst
When your projectile hits, primal spirits pull at your target, slowing it down.
Atk Wis vs Will · Hit 1[W] + 1d8 + Wis dmg, and tgt is slowed until EONT.
ENCIntercepting ShotSeven Fates Archer Utility 12 · PHB3Imm Intr Ranged wpnPrimal, WeaponTgt The triggering enemy
Reacting with instinctive speed, you intercept an enemy’s attack.
Trig An enemy hits an ally adjacent to you with a ranged attack · Eff Make a RBA against tgt with a –2 penalty to the attack roll. Your attack has no effect on tgt, whether it hits or misses. However, if it hits, the ally gains a +5 bonus to all defenses against the triggering enemy’s attack, and if that attack still hits, the ally takes only half dmg from it.
DLYStorm of Five SpiritsSeven Fates Archer Attack 20 · PHB3Std Area burst 3 within weapon rangeConjuration, Primal, WeaponTgt One enemy adjacent to the spirit
Your missile’s impact into the ground calls forth a pack of angry spirits to harry your foes.
Eff You conjure five angry spirits in five different unoccupied sq in the burst. The spirits occupy their sq, and they last until EONT. You and your allies can gain cover from the spirits and can move through their sq. While adjacent to any of the spirits, enemies take a –2 penalty to attack rolls. When the spirits appear, each one makes the following melee attack. · Atk Wis vs Reflex · Hit 1[W] dmg, and tgt falls prone.

Swift Strider

“I stand in two worlds: the world you see and the world you don’t.”

Prerequisite: Seeker, Spiritbond class feature

You move with liquid grace and in a way that shows that you are unhindered by your environment. The primal spirits with whom you ally yourself guide your steps so that you can move without fear, boldly moving faster than your foes can track. You might use hidden pathways and shortcuts through the world.

Or you might have taken your first step into the spirit world and, by doing so, now have the same freedom enjoyed by the land’s spirit custodians.

Becoming a swift strider allows you to move with astonishing speed. You can anticipate your enemy’s attacks and spring to safety. As you follow this path, your body begins to blur when you move, making it hard for foes to protect themselves from your strikes. You attack while moving, spin away when your enemies hit you, and, eventually, speed through their ranks, delivering strikes that rob them of their mobility and increase your speed. By moving just outside the reach of your foes, you can deliver punishing attacks with your seeker powers to contain and control them so that your allies can move in for the kill.

Path Features

Defensive Shift (11th level): The first time you shift on each of your turns, you gain a +2 bonus to AC and Reflex until the start of your next turn.
Escaping Action (11th level): When you spend an action point to take an extra action, you can shift as a minor action until the end of your next turn.
Swift Stride Assault (16th level): Whenever you use a move action and end the move at least 3 squares away from where you started, you gain a bonus to damage rolls with light thrown and heavy thrown weapons until the end of your turn. The bonus equals your Strength modifier.

Path Evocations

ENCBlurring OffensiveSwift Strider Attack 11 · PHB3Std Melee or Ranged wpnPrimal, WeaponTgt One creature
You move with such speed and attack with such force that your enemy finds it impossible to track your movements.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Eff Before the attack, you shift 1 sq. If you are marked, that condition ends on you before the shift. · Atk Wis vs Fortitude · Hit 2[W] + Wis dmg, and tgt grants CA to you until EONT. In addition, you slide tgt 1 sq, and you shift 1 sq.
ENCSwift VengeanceSwift Strider Utility 12 · PHB3Imm React PersPrimal
After being hit, you adjust your position to prepare your revenge.
Trig An enemy hits you with a melee attack · Eff You shift 1 sq. Until EONT, the triggering enemy grants CA to you, and you can score a critical hit on a roll of 19–20 against that enemy when you make weapon attacks against it.
DLYStriding BarrageSwift Strider Attack 20 · PHB3Std Melee or Ranged wpnPrimal, Weapon
You speed across the battlefield, loosing shot after shot as you move.
Req You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Eff Before the primary attack, you shift 2 sq. · 1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + 2d6 + Wis dmg, and the primary target is slowed (save ends).
Eff You shift 2 sq and make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Wisdom -- 1 vs. AC · Hit 1[W] + 2d6 + Wis dmg, and the secondary target is slowed (save ends).
Eff You shift 2 sq and make a tertiary attack.
3° Tgt One creature other than the primary and secondary targets
3° Atk Wisdom -- 2 vs. AC · Hit 1[W] + 2d6 + Wis dmg, and the tertiary target is slowed (save ends).