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==Seeker== ===Crimson Hunter=== This is probably the seeker equivalent to the Kensei, mostly because it gives the most upfront benefits ever: ''Accurate Arrow'' (+1 to RBA), ''Keen Missile'' (RBAs crit on 19+), and ''Crimson Hunter's Action'' (+1 to speed when you spend an AP). Ravaging Shot is an RBA-alike that deals Vulnerable 5 all for a turn, Hunter's Mobility gives you a half-speed shift whenever an enemy is bloodied, and Bloody Despair slaps a bloodied creature with a save-ends weakened and a turn-long -5 to saves in case someone else hit them with something big. ===Death Arrow=== Restricted to Bloodbond seekers, it gives you a couple new ways to hurt, but not much to redeem the class it comes from. ''Brutal Arrows'' lets you spend an AP to re-roll 1s or 2s for damage rolls, ''Rattling Arrows'' is an oddly specific setup requiring that you be hidden before attacking and all for a -2 for their allies to hit (Which is all subject to fear immunity on top of not being put on the actual target itself) and to trigger ''Death Arrows'', which crits anyone subject to that effect on an 18+. Savage Archery is a ranged burst that slaps -2 to Fort and AC, which makes for an okay setup. Binding Aim is a 1/encounter +6 to shoot, which is nice, but nothing else. Cloud of Doom is a larger burst that not only pins any flyers, but also makes that area an AoE that deals 5 damage to anyone inside it. ===Moonrise Stalker=== If you're looking for a path that actually deals decent control and has mobility options, then you've got this path. ''Entangling Moonlight'' slows enemies you teleport, ''Sly as Twilight'' uses an AP to exchange any forced movement to teleporting at half the distance, which is a bit less convenient but still useful, and ''Anchoring Spotlight'' denies any teleportation when you hit a target with an RBA. Lunar Transposition is an RBA-alike that lets you swap places with an enemy 10 spaces away, so you can make an escape button or set up a beatdown. Moonbeam Step teleports you 5 spaces and has places an aura that puts -2 to all enemy attacks. Distant Echo does some really lackluster damage, but it splashes onto enemies and lets you switch places with an enemy you hit, dazing them in the process. ===Seven Fates Archer=== This path is something of a protecting path, but as with most things about the Seeker it doesn't really compare to the actual Defenders. ''Guarding Shot'' lets you take -2 to hit to add +2 to the AC of an ally hitting them, which is...iffy and demands that the ally be punching someone. ''Pinning Action'' spends an AP to slap on Immobilize and Combat Advantage on the target, which is pretty awesome. ''Opportunity Shot'' lets you shoot for an Opportunity Attack without provoking again, which honestly should have been available as by default or as a feat. Spirit Shackles targets in a burst and slows anyone inside it while also adding a bit of extra damage. Intercepting Shot lets you make a shot the instant someone hits a nearby ally, letting you shoot at -2 for the chance to add +5 to all defenses and halving damage if it still hits, but it demands that the hit be at range. Storm of the Five Spirits also hits in a ranged burst, but it also summons a bunch of ghosts who immediately slap a nearby foe while also penalizing enemy attacks. ===Swift Strider=== Restricted to Spiritbond seekers, this path adds to your mobility. ''Defensive Shift'' adds +2 to AC and Ref whenever you shift, which can be practically all the time considering you can shift as a minor, ''Escaping Action'' uses an AP to permit you to shift as a minor as compensation for not going Bloodbond, and ''Swift Stride Assault'' adds +Str to damage on thrown weapons, though it demands that you move at least 3 spaces. Blurring Offensive is a pretty flexible move, usable either in melee or at range and ending any marks before shifting, then giving you a shift and a slide on the target (whom now gives Combat Advantage) once you hit. Swift Vengeance gives you a response to enemies by shifting once you get hit, then gaining Combat Advantage and the ability to crit on a 19+ on this enemy. Striding Barrage is your other flexible move, letting you shift around and hit up to three enemies, though each hit is harder and all it does is save-ends slowing. All in all, while this path gives some decent mobility options, you get very little in terms of actual controlling power. It just adds to the question on whether or not the Seeker was really supposed to be a Controller.
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