Initiative: +11 = +5(Dex)+6(1/2Level)
Vision: Low-Light
Speed: 7 = 7(base)
Daily Magic Item Uses: 2/2
Action Points: 1- 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.
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Seeker Class Features:
Role: Primal Controller.
Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged, military ranged.
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.
Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex).
Build Options: Protecting Seeker, Vengeful Seeker.
Class features: Inevitable Shot, Seeker's Bond (Bloodbond).
SEEKER 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
Bloodbond
You gain the encaging spirits power. In addition, while you are not wearing heavy armor, you can shift as a minor action.
Paragon Path Features:
Crimson Hunter
“There is nowhere to hide, prey, for your blood stinks of your fear.”
Prerequisite: Seeker
CRIMSON HUNTER PATH FEATURES Accurate Arrow (11th level): You gain a +1 bonus to the attack rolls of your ranged basic attacks.
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.
Keen Missile (16th level): When you make a ranged basic attack, you can score a critical hit on a roll of 19–20.
At-Will Powers:
Grappling Spirits Seeker Attack 1, PHB3
Spirits erupt from your weapon, seizing your enemy and impeding its movement.
At-Will <> Primal, Weapon Standard Action Ranged weapon
Target: One creature
Attack: +21(Wis) vs. AC = +6(Wis)+2(Weapon Prof.)+3(Longbow)+2(Goggles)+1(Expertise)+1(PP)+6(1/2Level) --- Wisdom vs. AC
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Hit: 1d10+20 = +6(Wis)+3(Longbow)+4(Bracers)+5(Primal Eye)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage, and the target is slowed and can’t shift until the end of its next turn.
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Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Biting Swarm Seeker Attack 1, PHB3
Stinging spirit insects swarm around your enemy.
At-Will <> Primal, Weapon Standard Action Ranged weapon
Target: One creature
Attack: +21(Wis) vs. AC = +6(Wis)+2(Weapon Prof.)+3(Longbow)+2(Goggles)+1(Expertise)+1(PP)+6(1/2Level) --- Wisdom vs. AC
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Hit: 1d10+20 = +6(Wis)+3(Longbow)+4(Bracers)+5(Primal Eye)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of your next turn.
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Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Encounter Powers:
[X]Elven Accuracy Elf Racial Power, PHB1
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
[ ]Inevitable Shot Seeker Feature, PHB3
Even as your target ducks under your shot, the projectile moves on its own to find another enemy.
Encounter <> Primal Free Action Personal Trigger: You miss a creature with a ranged attack
Effect: You make two ranged basic attacks, each against a different enemy within 10(feat) squares of the creature you missed, using that creature’s space as the attack’s origin square, the attack ignores cover and concealment, but not superior cover or total concealment(feat).
Special: You regain the use of this power when you spend an action point
[ ]Encaging Spirits Seeker Feature, PHB3
You call on protecting spirits to harry your foes.
Encounter <> Primal Minor Action Level 11: Close burst 2
Level 21: Close burst 3
Target: Each enemy in burst
Effect: You push each target 2 squares(Gauntlets of the Ram), and each target is slowed until the end of your next turn.
Special:The first time you are bloodied during an encounter, you regain the use of your Seeker’s Bond power if it is expended(feat).
[ ]Far Sight Perception Skill Power 2, PHB3
You focus your senses to pick out enemies at the edge of your vision.
Encounter Minor Action Personal Effect: Until the end of your next turn, your ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment, but not superior cover or total concealment.
[ ]Earthbond Gift Seeker Utility 6, PHB3
When at your weakest, you draw renewing strength from the land.
Encounter <> Primal Minor Action Personal Requirement: You must be bloodied or weakened.
Effect: You gain temporary hit points equal to twice your Wisdom modifier(2 x +6 = 12). If you are weakened, you can also make a saving throw against as single effect on you that is weakening you.
[ ]Feywild Jaunt Seeker Utility 10, PHB3
You vanish into the Feywild. A moment later, you reappear some distance away from where you disappeared.
Encounter <> Primal Move Action Personal Effect: You are removed from play. At the start of your next turn, you reappear in an unoccupied space of your choice. That space must be within a number of squares of the space you left equal to your speed.
[ ]Hunter's Mobility Crimson Hunter Utility 12, PHB3
An enemy’s momentary weakness gives you the chance to adjust your position.
Encounter <> Primal Immediate Reaction Personal Trigger: An enemy you can see is bloodied by an attack
Effect: You shift half your speed.
[ ]Possessing Spirits Seeker Attack 1, PHB3
From your foe’s wound, a possessing spirit takes hold, making the foe attack its companion.
Encounter <> Charm, Primal, Weapon Standard Action Ranged weapon
Target: One creature
Attack: +18(Wis) vs. Will = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. Will
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Hit: 1d10+11 = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage, and the target makes a melee basic attack as a free action against an enemy adjacent to it. If that attack hits, the target and that enemy are also dazed until the end of your next turn.
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[ ]Escaping Shot Seeker Attack 3, PHB3
Brandishing your weapon, you call forth spirits to stupefy your enemy.
Encounter <> Primal, Psychic, Weapon Standard Action Ranged weapon
Target: One creature
Attack: +18(Wis) vs. Will = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. Will
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Hit: 1d10+11 psychic = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
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Effect: You shift 1 square.
Bloodbond: The number of squares you shift equals your Dexterity modifier(+5).
Special: Making this attack doesn’t provoke an opportunity attack from the target.
[ ]Feyjump Shot Seeker Attack 7, PHB3
Your missiles shine with emerald light and carry with them the Feywild’s power to relocate your foe.
Encounter <> Primal, Teleportation, Weapon Standard Action Ranged weapon
Target: One or two creatures
Attack: +18(Wis) vs. AC = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. AC
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Hit: 1d10+11 = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage, and you teleport the target 3 squares.
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Effect: If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 squares. If you do so, both targets are dazed until the end of your next turn.
[X]Ravaging Shot Crimson Hunter Attack 11, PHB3
You draw from your ancestors’ insights to guide your shots.
Encounter <> Primal, Weapon Standard Action Ranged weapon
Attack: +21(Wis) vs. AC = +6(Wis)+2(Weapon Prof.)+3(Longbow)+2(Goggles)+1(Expertise)+1(PP)+6(1/2Level) --- Wisdom vs. AC
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Hit: 2d10+20 = +6(Wis)+3(Longbow)+4(Bracers)+5(Primal Eye)+2(Focus) / (Crit. +3d6) --- 2[W] + Wisdom modifier damage, and the target gains vulnerable 5 to all damage until the end of your next turn.
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Special: You can use this power as a ranged basic attack.
Daily Powers:
[ ]Shadowdance Armor Power Magic Item Power, Seekers of the Ashen Crown
Daily <> Free Action Trigger: You move more than 3 squares.
Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
[ ]Swarming Bats Seeker Attack 1, PHB3
Your attack brings with it a flutter of bat spirits that confuse your enemies.
Daily <> Primal, Weapon, Zone Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: +18(Wis) vs. Ref = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. Reflex
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Hit: 1d10+11 = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage.
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Effect: You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, you can move the zone 4 squares.
Sustain Minor: The zone persists.
[ ]Ensnaring Shot Seeker Attack 5, PHB3
Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that grow into binding vines.
Daily <> Primal, Weapon, Zone Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: +18(Wis) vs. Ref = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. Reflex
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Hit: 1d10+11 = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + Wisdom modifier damage, and the primary target is restrained (save ends).
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Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone lasts until the end of your next turn. Until the zone ends, you can use the Ensnaring Shot Attack power, using a square within the zone as the origin square.
Sustain Minor: The zone persists.
Ensnaring Shot Attack
Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that grow into binding vines.
At-Will Primal, Weapon, Zone Opportunity Action Close burst 1
Trigger: An enemy enters the zone or starts its turn there
Attack: +18(Wis) vs. Ref = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. Reflex
Target: The triggering enemy in burst
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Hit: The target is immobilized (save ends).
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Requirement: The Ensnaring Shot power must be active in order to use this power.
[ ]Binding Shot Seeker Attack 9, PHB3
Two shots leap toward your foes, and when the shots strike, tendrils spread out to bind the foes together.
Daily <> Primal, Weapon Standard Action Ranged weapon
Target: Two creatures within 5 squares of each other
Attack: +18(Wis) vs. AC = +6(Wis)+2(Weapon Prof.)+3(Longbow)+1(Expertise)+6(1/2Level) --- Wisdom vs. AC
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Hit: 1d10+1d8+11 = +6(Wis)+3(Longbow)+2(Focus) / (Crit. +3d6) --- 1[W] + 1d8 + Wisdom modifier damage.
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Miss: Half damage.
Effect: If both attacks hit, you slide one of the targets 5 squares to a square 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 square that isn’t adjacent to the other target. When a target makes a saving throw against this effect, the target can take 10 damage to gain a +5 bonus to the saving throw.
Feats:
Improved Inevitable Shot Heroic Tier Prerequisite: Seeker, inevitable shot power
Benefit: When you make the ranged basic attack granted by your inevitable shot, the attack ignores cover and concealment, but not superior cover or total concealment.
Inescapable Shot Heroic Tier Prerequisite: Seeker, inevitable shot power
Benefit: When you use your inevitable shot, you can make the ranged basic attack against an enemy within 10 squares of the creature you missed, instead of an enemy within 5 squares.
Strengthened Bond Heroic Tier Prerequisite: Seeker, Seeker’s Bond class feature
Benefit: The first time you are bloodied during an encounter, you regain the use of your Seeker’s Bond power if it is expended.
Inevitable Volley Paragon Tier Prerequisite: 11th level, seeker, inevitable shot power
Benefit: When you use your inevitable shot, you can make two ranged basic attacks instead of one, each against a different target.
Primal Eye Paragon Tier Prerequisite: 11th level, seeker
Benefit: You add your Dexterity modifier or Intelligence modifier to damage rolls when you make ranged basic attacks.
Vicious Advantage Heroic Tier Benefit: You gain combat advantage against immobilized targets and slowed targets.
Weapon Expertise Heroic Tier Benefit: Choose a weapon group. You gain a +1 feat bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
Weapon Focus Heroic Tier Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
Bracers of the Perfect Shot(E)
These enchanted armbands increase the damage you deal with a single ranged attack.
Level: 13
Price: 17,000 gp
Item Slot: Arms
Property: When you hit with a ranged basic attack, you gain a +4 item bonus to the damage roll.
Eagle Eye Goggles(E)
Though these leather goggles have dark eye pieces, they sharpen your sight when making ranged attacks.
Level: 12
Price: 13,000 gp
Item Slot: Head
Property: Gain a +2 item bonus to ranged basic attack rolls.
Magic Longbow(E)
A basic enchanted weapon.
Level: 11
Price: 9,000 gp
Weapon: Any
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Military two-handed ranged weapon
Cost: 30 gp
Damage:1d10
Proficient: +2
Range: 20/40
Weight: 3 lb.
Properties: Load Free
Group: Bow
Shadowdance Armor
This armor shrouds you like dim light woven into threads and sewn into garments.
Level: 10
Price: 5,000 gp
Armor: Cloth, Leather
Enhancement: +2 AC
Property: Your area and ranged attacks don’t provoke opportunity attacks.
Power (Daily): Free Action.
Trigger: You move more than 3 squares.
Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Belt of Vim (heroic tier)
Gauntlets of the Ram (heroic tier)
Amulet of Protection +1
Feyleaf Sandals (heroic tier)
Onslaught Arrow +1(2)
Augmenting Whetstone(2) (level 6)
Potion of Healing(2) (heroic tier)