Seeker
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SEEKER
A new class for the 13th Age roleplaying game
Written by Alex Greene
The spirits of the world gladly suffer foolish mortals to underestimate or ignore them. Many a time, cocky would-be heroes go to the sacred places of the world and demand the blessing of the spirits, then emerge with only their egos enhanced. The lucky ones survive to run home with tails between their legs. No, the only way to gain the blessing of the spirits is to earn it, with hard labor and the kind of training that proves you could survive without spiritual aid…
Overview: Seekers are ranged weapon experts, doing with bow or crossbow what the fighter does with blade or bludgeon. They are more fragile than the ranger, but make up for it with the ability to control the battlefield with well-placed shots.
Play Style: The seeker gains the greatest benefit from staying out the thick of the action. Some seekers will skirt the edge of the battle and duck and weave to engage targets of opportunity, or hurl weapons at unsuspecting or distracted foes, but generally, a seeker's pointy objects are taking a one way trip. In terms of complexity the class is more involved than the ranger; it is most similar to a ranged fighter with some added wrinkles.
Ability Scores: Dexterity is essential for all seekers, due to their preference for ranged attacks. Seekers who wish to further channel power from the spirits of the land benefit from high Wisdom. Seekers gain a +2 bonus to Dexterity or Wisdom; normal rules about not combining race/class bonuses apply.
Races: Elves of any kind arguably take best to the seeker’s craft, but there are those among every race who take up the mantle of the spirits. Half-elves bring cunning and versatility to the hunt, and those who believe that half-orcs were created by the High Druid are seldom surprised to learn that they take well to a seeker’s more spiritual aspects, in addition to their brutal efficiency with the bow. Dwarves may seem unlikely seekers, but if you’ve spotted a dwarf wielding a tricked-out crossbow easily half again their size, you can be sure it was part of their carefully crafted plan all along. You should probably run.
Backgrounds: Poacher, imperial huntsman, military sniper, tracker, bounty hunter, professional monster slayer, ex-ranger, borderlands patrol member, siege artillery operator, private investigator, city guard who’s too old for this.
Icons: The High Druid invariably takes an interest in those with a connection to the spirits. Whether this interest is for good or ill depends on the individual in question, as the Dragon Empire is still the predominant force of civilization, and few willingly make enemies of the Emperor. The courts of the Elf Queen and the Dwarf King are no strangers to seekers, either, and in these dark times it is rumored that the monsters within those walls are as deadly as those without. Those who are particularly unscrupulous may hunt in the name of the Crusader (demons) or the Orc Lord (civilized races).
GEAR
Seeker Armor
Seekers need to remain mobile on the battlefield, and heavy armor restricts their movement too much for comfort. The majority use fur or hide, often from creatures they’ve brought down themselves. Seekers have a base of 10 AC in no armor, 13 AC in light armor, and 15 AC in heavy armor (-2 attack penalty). They are proficient with shields.
Seeker Weapons
All seekers are completely proficient with even the most esoteric methods of ranged attack. Use whatever ranged weapon you like and look at the class’s features to determine damage. If you need further guidance, look at the ranger’s weapon chart. Note that seekers have a -2 penalty with heavy melee weapons (but see the Bloodbonded Weaponmaster talent).
BASIC ATTACKS
Melee Attack
At-will
Target: One engaged enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: -
Ranged Attack
At-will
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level
MULTICLASS SEEKERS
The primary attributes for seekers are Dexterity and Wisdom. Seekers are skilled warriors; when multiclassing with another skilled warrior class, they don't suffer a penalty to WEAPON dice.
As a multiclass seeker, you lag one level behind on the Trick Shots and Spirit Boons columns of the level progression table. At 1st level, you start with 2 trick shots, 1 spirit boon, and up to 2 seeker talents.
SEEKER LEVEL PROGRESSION
Level |
Total Hit Points |
Total Feats |
Talents |
Trick Shots |
Spirit Boons |
Ability Scores |
Damage Bonus |
1 |
(6 + CON mod)x3 |
1 adventurer |
3 |
3 |
3 |
ability mod |
|
2 |
(6 + CON mod)x4 |
2 adventurer |
3 |
4 |
3 |
ability mod |
|
3 |
(6 + CON mod)x5 |
3 adventurer |
3 |
4 |
4 |
ability mod |
|
4 |
(6 + CON mod)x6 |
4 adventurer |
3 |
5 |
4 |
+1 to 3 |
ability mod |
5 |
(6 + CON mod)x8 |
4 adventurer, 1 champion |
4 |
6 |
5 |
2x ability mod |
|
6 |
(6 + CON mod)x10 |
4 adventurer, 2 champion |
4 |
7 |
5 |
2x ability mod |
|
7 |
(6 + CON mod)x12 |
4 adventurer, 3 champion |
4 |
7 |
5 |
+1 to 3 |
2x ability mod |
8 |
(6 + CON mod)x16 |
4 adventurer, 3 champion, 1 epic |
4 |
8 |
6 |
3x ability mod |
|
9 |
(6 + CON mod)x20 |
4 adventurer, 3 champion, 2 epic |
4 |
8 |
6 |
3x ability mod |
|
10 |
(6 + CON mod)x24 |
4 adventurer, 3 champion, 3 epic |
4 |
9 |
6 |
+1 to 3 |
3x ability mod |
SEEKER STATS
Initiative, AC, PD, MD, Hit Points, Recovery Dice, and some Talents are level dependent.
Ability Bonus |
+2 Dexterity or Wisdom |
Initiative |
Dex mod + Level |
Armor Class (light armor) |
13 + middle mod of Con/Dex/Wis + Level |
Physical Defense |
11 + middle mod of Str/Con/Dex + Level |
Mental Defense |
10 + middle mod of Int/Wis/Cha + Level |
Hit Points |
(6 + Con mod) x Level modifier (see level chart) |
Recoveries |
(probably) 8 |
Recovery Dice |
(1d8 x Level) + Con mod |
Talents |
3 (4 at 5th level) |
CLASS FEATURES
Trick Shooter
Seeker trick shots are flexible attacks, as seen in the bard and fighter from the 13th Age core rules. You can generally only trigger a trick shot with a standard-action basic attack on your turn. Normally, trick shots and powers that grant additional attacks don’t allow further trick shots to be used, nor can you use a trick shot when it's not your turn. If you gain an additional standard action on your turn from another source, such as a power like elven grace, that does enable you to use another trick shot.
Many of the seekers’ most famous trick shots are associated with icons; as written this is entirely flavor. If you decide it’d be more interesting if your seeker’s signature technique had a story or gameplay effect related to your relationship with an icon famous for using or creating it, that’s not only allowed but highly encouraged, at the discretion of the GM.
Also, if anyone cares about mundane ammunition in your game, you can always scrounge up enough that you don't need to worry about running dry. Similarly, you can reload any ranged weapon that requires it as a free action. You don't even need a hand free, you're that nimble!
Spirit Boons
Seekers have spirit boons as shown on the level progression table, representing concrete assurance of your connection to the spirits of the world.
Whenever you see a Spirit Power entry associated with a seeker power or other game element, you can spend a spirit boon to use that power. Your spirit boons are daily consumables, like spells or ki--using one means it is then spent until you take a full heal-up (or find some other way to commune with the spirits; ask your GM). Spirit powers are free actions, unless otherwise noted, and you can spend as many as you like in a turn, up to your daily limit.
You start with two spirit powers; one from your chosen fighting style, and cloak of thorns, below.
Spirit Power: Cloak of Thorns. Use this power on your turn while you’re not engaged. You gain a +4 bonus to AC and PD until the end of the battle, or until you start or end your turn engaged.
Adventurer Feat: Twice per day, you can roll a normal save (11+) during a quick rest. On a success, gain one spirit boon.
Champion Feat: You can use cloak of thorns as an interrupt when you’re hit by a ranged attack.
Epic Feat: On a 16+ success with the adventurer feat save, gain two spirit boons instead of one.
Choose one of the following fighting styles:
Clever Sniper
The WEAPON die of your ranged attacks is 1d8 per level. In addition, you can dual-wield two small ranged weapons, gaining the normal benefits of two-weapon fighting (reroll 2s). A natural 2 you choose to reroll does not trigger trick shots, but the rerolled attack might.
Spirit Power: Trickster Spirits. Use this power when you hit or miss with a ranged attack. One target you damaged with the attack is dazed or stuck (your choice) until the end of your next turn.
Adventurer Feat: You deal extra damage on a miss equal to your level, or double your level if you fight with two weapons.
Champion Feat: When you use trickster spirits, the target is both dazed and stuck until the end of your next turn.
Epic Feat: One battle per day, you deal 3d8 extra damage with ranged misses.
Relentless Hunter
The WEAPON die of your ranged attacks is 1d10 per level. In addition, your initiative bonus is equal to your Dexterity modifier + your Wisdom modifier + your level.
Spirit Power: Keen Hunter. Use this power when you hit with an attack. One target you hit is vulnerable until the end of your next turn.
Adventurer Feat: You can reroll 1s on your damage dice against enemies with lower initiative.
Champion Feat: When you use keen hunter, your attack also does extra damage equal to double your Wisdom modifier (triple it at 8th level).
Epic Feat: One battle per day, you can target PD instead of AC when attacking enemies with lower initiative.
CLASS TALENTS
Animal Companion
This talent is identical to the one-talent initiate version of the druid/ranger talent of the same name (13 True Ways, page 41) with one major exception: You can roll a normal save when you take a quick rest after a battle in which your animal companion was present. Success means you can use your companion again in the next battle.
At 5th level, it becomes an easy save.
At 8th level, your animal companion is with you in every battle, as if you had the talent at adept level (though you still can’t cast the adept Animal Companion spells).
Spirit Power: Circling Predator. Once per battle, use this power as an interrupt when your animal companion makes an attack roll on its turn that could have triggered one of your trick shots. You can use that trick shot as if you’d made the triggering attack roll yourself.
Bloodbonded Weaponmaster
You cannot choose this talent if you chose the Bladebow Expert or Two-Fisted Duelist talents.
You can perform a special ritual to form a blood bond with any single weapon. The ritual takes about five minutes and consumes one recovery, as you must channel some of your life force into the weapon (describe how). You gain the following benefits upon doing so:
-You can use the bonded weapon without an attack penalty if you couldn't already.
-You can make melee and thrown attacks with your bonded weapon if you couldn't already.
-You use your choice of Strength or Dexterity for all attack and damage rolls with your bonded weapon.
-You can call your bonded weapon to you from anywhere in the world (a free action) and it will show up in your hand immediately if it's nearby, or no later than the start of your next turn if it's not.
-Your bonded weapon cannot be destroyed or damaged.
-You can make basic attacks through your bonded weapon as a standard action when it is nearby but not on your person. You can only trigger trick shots with attacks made this way when the escalation die is 2+.
You can only be bonded with one weapon at a time; if you bond with another weapon, the first immediately melts to ash…unless it was a true magic item, in which case it simply ceases to be bonded with you, but also is no longer attuned to your weapon chakra (and it probably takes offense at your philandering).
Spirit Power: Bloodletting. Use this power when you spend a recovery while carrying your bonded weapon. You gain a +2 bonus to attack rolls until the end of your next turn.
Adventurer Feat: When you bond with a true magic item, also gain the following benefits:
-You gain a +5 bonus to recharge rolls for your bonded weapon's item powers.
-You can trigger trick shots as normal when you attack through your bonded weapon while it's not on your person.
-The bonuses of your bonded weapon increase with your tier.
Champion Feat: When you use bloodletting, you also gain double healing from the recovery.
Epic Feat: Once per day, you can expend a recovery as a quick action to grant your bonded weapon a random benefit as if you’d used a rune on it.
<<Players
If being able to throw your bow or hit enemies with your crossbow fits the tone of your preferred game, this talent allows those things and no GM can tell you otherwise.>>
Bladebow Expert
You cannot choose this talent if you chose the Bloodbonded Weaponmaster talent.
When you wield a heavy ranged weapon, you can use a quick action once per battle to load it with a mundane one-handed melee weapon, instead of normal ammunition. Bladebow attacks you prepare in this way deal 2d8 extra damage on a hit, and can target far away enemies at no penalty, but cannot trigger trick shots. Normally, when you make a bladebow attack, the melee weapon used breaks after the attack is resolved.
Spirit Power: Annihilation Shot. Once per level, use this power as a standard action to make an extra powerful bladebow attack. You create a explosion in a large, dramatically appropriate area around the impact point (no attack roll). Deal 20 x your level force damage to all creatures in the blast.
At the GM's discretion, you can instead use this power to utterly destroy all nearby enemies, objects, and magic. This is not guaranteed to work and even if it does the action will invariably have serious story consequences which the GM is free to dictate, which may include trouble with the icons or even a campaign loss.
Adventurer Feat: You deal half damage on misses, including natural 1s, with bladebow attacks.
Champion Feat: Increase the extra damage to 4d10.
Epic Feat: When you deal damage with annihilation shot, one type of mook in range (your choice) must make a hard save or the whole mob is destroyed.
Cunning Stalker
Once per battle as a free action, you can designate one non-mook foe you can see as your quarry. Your crit range against your quarry increases by 2, and you gain a +2 bonus to attacks against it. While your quarry is present in the battle, you suffer a -2 penalty to hit with attacks that don’t target your quarry.
Spirit Power: Retribution Shot. Use this power when you are hit by your quarry. Until the end of the battle, you gain a bonus to damage rolls equal to double your level, multiplied by the number of times your quarry has hit you this battle. This multiplier increases if your quarry continues to hit you.
Adventurer Feat: Your attack bonus and crit range expansion against your quarry increase by an additional 1 if no ally has attacked it since the start of the round. In addition, your quarry cannot hide or take cover from you, short of becoming completely invisible, and even then you always have at least a general sense of its location.
Champion Feat: Once per battle, when your quarry hits you with an attack, choose either to take no damage from that attack or to nullify all non-damage effects it inflicts on you. Either way, the attack still counts as if you were hit for the purposes of retribution shot.
Epic Feat: Once per day, when you drop below 0 hp while you have an enemy quarried, you remain alive and conscious until the end of your next turn. If you stagger or drop your quarry during this time, you can heal with a free recovery.
Devious Trapper
When an enemy moves to engage you, you can target it with a trap as an interrupt. The target must make a hard save (16+) or suffer one of the following effects, your choice:
-Half your WEAPON damage.
-Ongoing damage equal to five times your level (normal save ends).
-Target takes a -4 penalty to its next save.
-Target is stuck (easy save ends).
-Target is dazed until the end of its next turn.
If you’re fighting sapient humanoids or unusually clever monsters, they’ll eventually get wise to your traps. Each time an enemy the GM determines to be sufficiently savvy fails a save against your trap, the difficulty of future trap saves decreases by 2 for the rest of the battle (minimum 6+).
Spirit Power: Skilled Snare. Use this power when an enemy is affected by your trap. Choose two effects from the list instead of one.
Adventurer Feat: Large or huge enemies roll twice for their save and take the worse result.
Champion Feat: Once per battle, you can use a special trap as an interrupt against an enemy moving to engage one of your nearby allies. The target must make a hard save or its turn ends immediately.
Epic Feat: One battle per day, the difficulty of the save decreases by 1 instead of 2 each time a savvy enemy fails its save.
<<Players
The idea with this talent is that you surreptitiously laid the trap before the enemy ever moved to engage. You’re devious. You found a way.>>
Seeker of Truth
You cannot choose this talent if you chose the Spirit Talker talent.
You gain the Seeker background (or some similar equivalent that fits with your character’s story) at its maximum bonus of +5, without having to spend normal background points on it. Unlike a ranger with the Tracker talent, you’re good at seeking out lore, knowledge, or arcana. With a ridiculously hard check you might be able to find abstract concepts or things that no one knows: the true name of a forgotten icon, the exit to an ever-shifting living dungeon.
Spirit Power: Unending Search. Use this power when you roll a natural 1-5 on a skill check. Reroll the check and use the higher result.
Adventurer Feat: Your Seeker background is also relevant on checks to detect trickery of any kind, including illusions both magical and otherwise, lies of omission, and blatant falsehoods.
Champion Feat: You gain 2 extra points of backgrounds. You can't use these points to improve a background beyond its normal maximum.
Epic Feat: You gain 2 more points of backgrounds. These can be used to increase any background bonus to a maximum of +6, including Seeker.
Spirit Talker
You cannot choose this talent if you chose the Seeker of Truth talent.
Once per day, you can parley with a natural spirit of your choosing (describe the spirit and your interaction with it) and have it come to your aid for one of your skill checks, after seeing the result of the roll. The spirit grants you a +4 bonus to the check it assists you with. The spirit appears at your side, to no one but you, and can't interact with anyone in your place. For all intents and purposes, any action you take with its assistance appears to be performed by you, and only powerful magic will be able to discern otherwise.
Spirit Power: Demand Audience. Use this power to gain one additional daily use of this talent.
Adventurer Feat: The spirit can be summoned in battle. As a quick action, grant an ally +4 to attack rolls or +2 to all defenses until the start of your next turn. This expends a daily use of the talent.
Champion Feat: You can use this talent twice per day. Demand audience still grants one use.
Epic Feat: When you summon the spirit in battle, grant a bonus to two allies instead of one.
Two-Fisted Duelist
You cannot choose this talent if you chose the Bloodbonded Weaponmaster talent.
You can fight with a melee weapon and a ranged weapon simultaneously. While you do so, you gain the benefits of two-weapon fighting. When fighting this way, your melee WEAPON dice become 1d6 per level, you can use Dexterity in place of Strength for your melee attack and damage bonus, and your melee misses deal damage equal to your level.
Your versatility at any distance means you can’t focus on staying mobile at range as well. You don’t have the cloak of thorns spirit power. Replace it with cloak of blades, below.
Spirit Power: Cloak of Blades. Use this power on your turn. You gain a +2 bonus to AC and PD until the end of the battle. While this bonus is in effect, deal damage equal to your Dexterity modifier your level to enemies that engage with you.
Adventurer Feat: You gain a +5 bonus to disengage from enemies you’ve attacked this turn.
Champion Feat: Once per battle, when you score a critical hit while fighting with two weapons, make a basic attack with your other weapon dealing half damage on a hit. This extra attack doesn't provoke opportunity attacks.
Epic Feat: Opportunity attacks against you deal half damage.
Unerring Shootist
As a quick action once per battle, you can make your next ranged attack a called shot. Roll a d6 in addition to your d20. If the d6 is lower than or equal to the escalation die, and your attack hits, your WEAPON dice for that attack are maximized, and you can use any trick shot you have available regardless of the natural roll.
Spirit Power: Double or Nothing. Use this power before rolling for a called shot. If the d6 is equal to the escalation die, your attack is also a critical hit in addition to the normal effects of the talent, and you can increase the escalation die by 1.
Adventurer Feat: Increase the number of trick shots you know by one.
Champion Feat: On a successful double or nothing, increase the escalation die by 2 instead of 1, and it becomes a d8 for the rest of the battle.
Epic Feat: One battle per day, after a successful use of this talent, you can reroll 1s and 2s on your damage dice until they come up something other than 1 or 2.
1st LEVEL TRICK SHOTS
Covering Fire (Emperor)
Flexible ranged attack
Triggering Roll: Natural even hit
Effect: Your attack deals half damage, and 1d3+1 of your allies can move as a free action.
Spirit Power: Verdant Shield. Use this power when you trigger this attack. Each affected ally also gains temporary hp equal to four times your level.
Adventurer Feat: Each affected ally can pop free from 1d2 enemies before moving.
Champion Feat: Add your Wisdom modifier to the temporary hp granted by verdant shield.
Epic Feat: Each affected ally can instead choose to move without allowing interceptions or opportunity attacks, or to pop free from all enemies.
Follow-Up Strike (Crusader)
Flexible melee or ranged attack
Triggering Roll: Natural 16+ hit against a non-staggered enemy
Effect: Make another basic attack against the target dealing half damage on a hit.
Spirit Power: No Mercy. Use this power when you trigger this attack against an enemy of your level or higher. You can reroll each damage die once, taking the higher roll.
Adventurer Feat: You can use this attack against staggered large or huge enemies.
Champion Feat: No mercy can be used on enemies of lower level than you.
Epic Feat: The second attack deals full damage against large or huge enemies.
Inevitable Shot (High Druid)
Flexible ranged attack
Triggering Roll: Any odd miss
Effect: Instead of dealing miss damage, make another ranged attack against a different target near the first, dealing half damage on a hit and no damage on a miss.
Spirit Power: Arrow of Fate. Use this power when you miss with the second attack. Deal one die of WEAPON damage per point on the escalation die to any creature you can see. This can exceed your normal WEAPON damage.
Adventurer Feat: You gain a +4 bonus to the second attack.
Champion Feat: When you use this trick shot on a natural 1, 3, or 5, the second attack deals full damage on a hit.
Epic Feat: Arrow of fate now deals two dice of WEAPON damage per point of escalation die.
Precision Strike
Flexible melee or ranged attack
Triggering Roll: Any even miss
Effect: Instead of dealing miss damage, reroll the triggering attack roll and use the higher result. If the attack still misses, you deal no damage.
Adventurer Feat: If the rerolled attack hits, your allies gain a +2 attack bonus against the target until the start of your next turn.
Champion Feat: The rerolled attack gains a +2 bonus.
Epic Feat: The rerolled attack does half damage on a miss.
Split the Tree
Flexible ranged attack
Triggering Roll: Natural 11+ hit
Effect: Instead of dealing normal damage, deal half WEAPON damage to the target, and the same amount to another enemy in a group or line with the original target.
Adventurer Feat: On an even hit, one of the targets is dazed until the end of your next turn.
Champion Feat: Deal damage to up to two enemies in a group or line with the first target.
Epic Feat: Each enemy takes additional damage equal to triple your Dexterity modifier.
3rd LEVEL TRICK SHOTS
Armor Breaker (Dwarf King)
Flexible melee or ranged attack
Triggering Roll: Natural 16+ hit
Effect: The target takes a -2 penalty to AC and PD until the end of its next turn. This penalty doesn't stack with named conditions like weakened or stunned.
Adventurer Feat: The penalty now ends on a normal save.
Champion Feat: The penalty is now cumulative with named conditions.
Epic Feat: The penalty lasts until the end of the battle, or until you apply it to another target.
Deflecting Shot (Priestess)
Flexible ranged attack
Triggering Roll: Natural odd hit
Effect: The target's next hit against an ally's AC or PD does half damage.
Champion Feat: If the target's next hit against AC or PD is a natural odd roll, it takes half damage from its own attack.
Suppressing Volley
Flexible ranged attack
Triggering Roll: Any odd roll
Effect: Instead of dealing normal damage, the target and 1d2+1 enemies in a group with the target take damage equal to your Dexterity modifier + your level, and they are stuck until the start of your next turn.
Spirit Power: Fight in the Shade. Use this power when you trigger this attack. Each affected enemy also can't use interrupts or opportunity attacks until the start of your next turn.
Adventurer Feat: Fight in the shade also prevents affected enemies from using free actions on other creatures' turns.
Champion Feat: The effect of fight in the shade ends on a normal save. Affected enemies can't attempt this save until after the end of your next turn.
Epic Feat: The initial save against the effect of fight in the shade is hard (16+).
Twin Strike
Flexible melee or ranged attack
Triggering Roll: Any even roll, when the escalation die is 1+
Effect: After resolving your first attack, make a basic attack against a different target, dealing half damage on a hit and no damage on a miss.
Champion Feat: When the escalation die is 3+, the second attack does full damage on a hit.
5th LEVEL TRICK SHOTS
Below the Belt
Flexible melee or ranged attack
Triggering Roll: Any roll below the escalation die, once per battle
Effect: The target pops free from all engaged allies (including you), and it takes a -4 penalty to all defenses until the end of your next turn.
Spirit Power: Painful Reminder. Use this power at the end of your turn when the penalty would expire. The penalty persists until the end of the battle, but roll a d6 at the end of each of your turns. On a 5 or 6, the penalty increases by 1. On any other roll, it decreases by 1. This effect ends if the penalty drops to 0.
Silver Shard Shot (Elf Queen)
Flexible ranged attack
Triggering Roll: Natural 3 or 13, once per battle
Effect: The attack deals half damage, and you can repeat the attack against up two other nearby targets, dealing half damage on each hit. Any target you hit is dazed (save ends), and you can teleport all of the targets (hit or miss) into a group nearby. You must teleport the targets to a location you can see on solid ground.
Web of Steel (Great Gold Wyrm)
Flexible melee or ranged attack
Triggering Roll: Any even roll, when the escalation die is 2+
Effect: The target is dazed (two normal saves end).
Spirit Power: Punishing Web. Use this power on a hit that triggers this attack. For the duration of the dazed effect, the target also provokes opportunity attacks when it attacks.
7th LEVEL TRICK SHOTS
Captivating Misdirection (Archmage)
Flexible melee or ranged attack
Triggering Roll: Natural 1, once per battle
Effect: The target takes a -2 penalty to attacks and all defenses until the start of your next turn.
Epic Feat: When the escalation die is 3+, this attack can trigger on an odd miss.
Harrying Barrage (Diabolist)
Flexible ranged attack
Triggering Roll: Natural 16+, when the escalation die is 2+
Effect: The target is harried (save ends). While the target is harried, you can use an interrupt on its turn to decrease the natural result of a single attack roll by up to 2.
Spirit Power: Oathshot. Use this power as an interrupt when a harried opponent attacks one of your allies. Reroll the target's triggering attack roll and use the result of your choice.
Epic Feat: The harried effect now ends on a hard save.
Piercing Shot (Lich King)
Flexible ranged attack
Triggering Roll: Any even hit, when the escalation die is 1+
Effect: The target is vulnerable and can't use one of its resistances, your choice (save ends both).
Aftereffect: The target is vulnerable (save ends).
Spirit Power: Infinite Pierce. Use this power on a hit that triggers this attack. The target is instead vulnerable, and loses all its resistances and immunities (hard save ends all).
Champion Feat: While vulnerable from this attack, the crit range of attacks against the target increases by an additional 2.
9th LEVEL TRICK SHOTS
Death Shot (Orc Lord)
Flexible ranged attack
Triggering Roll: Natural 16+ hit, once per battle
Effect: The triggering attack does two extra dice of WEAPON damage.
Epic Feat: You can use this attack a second time in a battle when the escalation die is 4+.
Takedown Shot (Three)
Flexible melee or ranged attack
Triggering Roll: Any critical hit, once per battle
Effect: The target is stunned until the end of your next turn.
Spirit Power: Stupefying Violence. Use this power when you reduce an enemy to 150 hp or less with this attack. Instead of being stunned, the target and each nearby enemy that can see it are weakened until the end of your next turn.
Epic Feat: On a natural 20, the stunned or weakened effect ends on a normal save.
Thousand-Missile Dance (Prince of Shadows)
Flexible ranged attack
Triggering Roll: Natural 19+, once per battle
Effect: Make a ranged attack against the lowest defense of every enemy you can see besides the original target. Use a single roll for all of these attacks and apply it to each target.
Epic Feat: You can use this attack on a natural 17+.
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