The Seeker

archer_by_eduardvisan-d5995f7Written 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 hide or fur, often from creatures they’ve brought down themselves.

Type Base AC Attack Penalty
None 11
Light 13
Heavy 15 (-2 attack, both to weapons and spells)
Shield +1

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 Talents, Trick Shots, and Spirit Boons columns of the level progression table. At 1st level, you start with 2 trick shots, 2 spirit boons, and up to 2 seeker talents.

TRICKS OF TWO TRADES

Adventurer Feat: Once per battle, when you miss with an attack from another class, you can use any seeker trick shot the roll would normally trigger.
Champion Feat: Once per day, you can expend a daily spell or power (or another daily resource such as a point of ki, GM’s discretion) as if it were a spirit boon.

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 5 5 2x ability mod
6 (6 + CON mod)x10 4 adventurer, 2 champion 4 6 5 2x ability mod
7 (6 + CON mod)x12 4 adventurer, 3 champion 4 6 5  +1 to 3 2x ability mod
8 (6 + CON mod)x16 4 adventurer, 3 champion, 1 epic 4 7 6 3x ability mod
9 (6 + CON mod)x20 4 adventurer, 3 champion,

2 epic

4 7 6 3x ability mod
10 (6 + CON mod)x24 4 adventurer, 3 champion,

3 epic

4 8 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 (different from racial bonus)
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

elven_hunter_by_josesami-d66ble0

PEERLESS ARCHER

Due to your incredible skill with missile weapons of all kinds, when you make a ranged attack against an target engaged with your allies, you don’t risk hitting those allies. 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!

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, but 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.

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, talent, or feature, 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 use as many as you like in a turn, up to your daily limit of spirit boons.

You start with one power from your chosen fighting style and one from each of your talents, plus 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 end your turn engaged.

Adventurer Feat: Gain one additional spirit boon per day.
Champion Feat: You can use cloak of thorns as an interrupt when hit by a ranged attack.
Epic Feat: Once per day, regain one spirit boon during a quick rest.

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 ranged 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 WEAPONMANSTER

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 occurs during a quick rest 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 Dexterity for 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 normally when you attack through your bonded weapon while it’s not on your person.

-The default bonus of your bonded weapon increases automatically 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.

Once per battle, when you wield a heavy ranged weapon, you can use a quick action 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 per tier 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. Twice per level, use this power as a standard action to make an extra powerful bladebow attack. You create an 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 2d12 per tier.
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 WEAPON damage 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 conditions and effects it would inflict on you. Either way, the attack counts as if you were hit for the purposes of game effects that benefit you.
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, drop, or crit your quarry during this time, you can heal with a free recovery.

Devious Trapper

When an enemy moves to engage you in melee, 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:

-Ongoing damage equal to five times your level (normal save ends).

-The target takes a -4 penalty to its next save against an effect other than one of your traps.

-The target is stuck (easy save ends).

-The target is dazed until the end of its next turn.

Each time an enemy fails a save against your trap, the difficulty of future trap saves decreases by 2 for the rest of the battle (minimum 6+) as the enemy faction gets wise to your trap-laying shenanigans. Enemies that are especially confident, inattentive, angry, or just dumb might not benefit from the decreased save difficulty (GM’s discretion, and consider this the exception rather than the rule).

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 and huge creatures roll twice for trap saves and take the lower result.
Champion Feat: Once per battle, when an enemy rolls a natural 1-5 on a trap save, you can force it to end its turn immediately.
Epic Feat: One battle per day, the difficulty of saves against your traps decreases by 1 instead of 2 each time an 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: As a quick action in battle, you can expend a daily use of the talent to grant one ally +4 to their next attack roll or +2 to all defenses until the start of your next turn.
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 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 to enemies that end their turn engaged 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 you provoke with ranged attacks deal half damage.

Unerring Shootist

Once per battle as a quick action, 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 or the escalation die.

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.

archer_by_perzo1st LEVEL TRICK SHOTS

Covering Fire

Flexible ranged attack

Triggering Roll: Any even hit

Effect: Your attack deals half damage, and 1d3 allies can move as a free action.

Spirit Power: Verdant Ward. Use this power when you trigger covering fire. Each affected ally also gains temporary hp equal to three times your level.

Adventurer Feat: Each ally can make a disengage check at a +4 bonus before moving,
Champion Feat: Add double your Wisdom modifier (triple at 8th level) to the temporary hp granted by verdant ward.
Epic Feat: The movement granted by covering fire doesn’t allow interceptions or provoke opportunity attacks.

Follow-Up Strike

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 WEAPON + Dexterity damage on a hit.

Spirit Power: No Mercy. Use this power when you trigger follow-up strike 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, huge, or extra-strength 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, huge, or extra-strength enemies.

Inevitable Shot

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 WEAPON + Dexterity 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 one enemy you can see other than the original target.

Adventurer Feat: When you use this attack on a natural 1, 3, or 5, the second attack deals full damage on a hit.
Champion Feat: You gain a +4 bonus to the second attack.
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.

Spirit Power: Paint the Bullseye. Use this power after resolving the rerolled attack. Your allies gain a +2 attack bonus against the target until the start of your next turn.

Adventurer Feat: If you haven’t used this attack yet this battle, the reroll gains a +4 bonus.
Champion Feat: Paint the bullseye also grants your allies a damage bonus against the target equal to your Wisdom modifier.
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.

Spirit Power: Timber! Use this power when you drop either enemy with the damage from split the tree. A third enemy in the same group or line also takes that damage.

Adventurer Feat: One affected enemy is also dazed until the end of your next turn.
Champion Feat: You can use timber! when you stagger either enemy.
Epic Feat: Each enemy takes additional damage equal to triple your Dexterity modifier.

3rd LEVEL TRICK SHOTS

Armor Breaker

Flexible melee or ranged attack

Triggering Roll: Natural 16+ hit

Effect: The target takes a -2 penalty to AC and PD (save ends). This penalty doesn’t stack with named conditions like weakened or stunned.

Spirit Power: Sundering Strike. Use this power when you trigger armor breaker. Add your Wisdom modifier to the defense penalty.

Adventurer Feat: The penalty is now cumulative with named conditions.
Champion Feat: The penalty now ends on a hard save.
Epic Feat: The penalty lasts until the end of the battle, or until you apply it to another target.

Deflecting Strike

Flexible ranged attack

Triggering Roll: Natural even hit

Effect: The target’s next hit against an ally’s AC or PD does half damage.

Spirit Power: Disruptive Strike. Use this power as an interrupt when the target of deflecting strike hits an ally’s AC or PD. In addition to dealing half damage, the target takes the other half of the damage from its own attack, and it’s dazed until the end of its next turn.

Adventurer Feat: You can trigger this attack with a melee attack, but you must be engaged with the target to use disruptive strike.

Suppressing Volley

Flexible ranged attack

Triggering Roll: Any odd roll, when the escalation die is 1+

Effect: Instead of dealing normal damage, the target and 1d4 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 suppressing volley. Each affected enemy also can’t use interrupts or opportunity attacks (save ends).

Adventurer Feat: Fight in the shade prevents enemies from using free actions.
Champion Feat: The first save against the effect of fight in the shade is hard (16+).
Epic Feat: All saves against the effect of fight in the shade are 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 WEAPON damage on a hit and no damage on a miss.

Adventurer Feat: When the escalation die is 3+, the second attack deals your full WEAPON + Dexterity damage on a hit.

archer_by_guweiz-d9h7cum

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 AC and PD until the end of your next turn.

Spirit Power: Painful Reminder. Use this power at the end of your turn when the penalty from below the belt would expire. The penalty persists until the end of the battle, but roll a d4 at the end of each of your turns. On a 4, the penalty increases by 1. On any other roll, it decreases by 1. This effect ends if the penalty drops to 0.

Champion Feat: Roll a d6 instead of a d4 for painful reminder, increasing the penalty by 1 on a roll of 5 or 6.

Silver Shard Shot

Flexible ranged attack

Triggering Roll: Natural 3, 6 or 9, once per battle

Effect: Instead dealing normal damage, deal half WEAPON + Dexterity damage to the target. You then teleport the target and two other creatures of your choice into a group nearby, and each affected enemy is dazed until the end of your next turn. You can’t teleport the affected creatures into midair or hazardous terrain.

Spirit Power: Unite the Shards. Use this power when you teleport at least one ally into a group with silver shard shot. Each affected enemy is stuck and vulnerable to your allies’ attacks until it starts its turn unengaged.

Champion Feat: This attack can be triggered on a natural 12, 15, or 18.

Web of Steel

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 web of steel. Until the target makes both saves, its melee attacks provoke opportunity attacks from other engaged creatures.

Champion Feat: The target is weakened instead of dazed until it makes its first save.
Epic Feat: Both saves against the dazed or weakened effect are hard (16+).

7th LEVEL TRICK SHOTS

Confounding Strike

Flexible melee or ranged attack

Triggering Roll: Natural 1, once per battle

Effect: The target takes a -2 penalty to attack anyone but you until the start of your next turn.

Spirit Power: Captivating Misdirection. Use this power when you trigger confounding strike. The target is also confused until the start of your next turn.

Champion Feat: The attack penalty worsens to -4.
Epic Feat: The attack penalty also applies to the target’s PD and MD.

Harrying Barrage

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 2 or 3.

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: When you modify or reroll a harried target’s attack roll, it takes 30 damage for each point on the current escalation die.

Piercing Shot

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: Smaugscale Pierce. Use this power on a hit that triggers piercing shot. The target is instead vulnerable, and loses all 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 (usually to 16+).
Epic Feat: Smaugscale pierce permanently nullifies the target’s resistance and immunity powers.

9th LEVEL TRICK SHOTS

Death Shot

Flexible melee or 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

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: Sickening Takedown. Use this power when you reduce an enemy to 150 hp or less with takedown shot. 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

Flexible ranged attack

Triggering Roll: Natural 19+, once per battle

Effect: Your attack does half WEAPON + Dexterity damage, or normal WEAPON + Dexterity damage on a crit. Make a ranged attack against the nearby enemy with the lowest PD, other than the original target. On a hit, apply the damage from that attack to every enemy you can see.

Epic Feat: You can trigger this attack on a natural 17+.