Sunday, April 18, 2010

D&D: The Seeker

The arcane archer was an idea that came from 3rd Edition D&D; essentially, it was an archer that used a mix of magic and martial skill to do interesting and sometimes terrible things to foes while using a missile weapon. The Seeker is a class that takes that archetype and runs with it. While the Seeker is Primal rather than Arcane, the Seeker uses a missile weapon, whether a bow or a thrown weapon, to cause all manner of havoc with his enemies; for this reason, the Seeker is a Controller, placing his shots in ways that give him control of the battlefield. As I prefer to show rather than tell, I present to you Theren, Elven Seeker!

====== Created Using Wizards of the Coast D&D Character Builder ======
Theren, level 1
Elf, Seeker
Seeker's Bond: Bloodbond

FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 10, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 10, Wis 16, Cha 10.


AC: 16 Fort: 11 Reflex: 15 Will: 15
HP: 24 Surges: 8 Surge Value: 6

TRAINED SKILLS
Nature +11, Stealth +10, Perception +11, Acrobatics +10

UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, Heal +4, History, Insight +4, Intimidate, Religion, Streetwise, Thievery +4, Athletics

FEATS
Level 1: Light Step

POWERS
Seeker at-will 1: Elemental Spirits
Seeker at-will 1: Biting Swarm
Seeker encounter 1: Flickering Arrow
Seeker daily 1: Rime Strike

ITEMS
Leather Armor, Adventurer's Kit, Longbow
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I chose Elf as Theren's race for their innate skill with bows, and once per encounter they can use Elven Accuracy, which lets them reroll an attack. Theren has as his Seeker bond the Bloodbond, which lets him push away and slow any targets near him - giving him room to fire. As combat powers, he has Elemental Spirits, which lets him shoot a target, inflict elemental damage of his choice, and also inflict damage on any foe that starts its turn adjacent to the original target, along with Biting Swarm, which lets him shoot a target and give it and all enemies adjacent to it a penalty to attack for a turn. Flickering Arrow lets him shoot a target, keeping it from taking cover or concealment, and also giving all enemies within 6 squares of the target a penalty to attack rolls; as his daily attack, he has Rime Strike, which shoots an enemy with cold, immobilizes it, and then creates a zone of cold, difficult terrain around the target, doing damage to anything that enters or starts its turn there.

No comments:

Post a Comment