Following the tradition I started with the monk and psion reviews, here are some homebrew feats for your brand new Seeker characters. As usual, I provide a couple of straightforward yet useful multiclass feats, as well as a few more creative ideas. Enjoy!
Expansive Shot
Prerequisite: Seeker, Inevitable Shot class feature
Benefit: When making a ranged attack, you can take a –2 penalty to the attack roll. If the attack hits, you treat creatures within 2 squares of the target as if they were adjacent to the target, for the purposes of any effect caused by the attack.
Familiar Terrain
Prerequisite: Seeker
Benefit: When you create a zone with a Seeker power, enemies gain vulnerable 2 against your attacks and damaging effects while within the zone. Increase the vulnerability to 3 at 11th level, and 4 at 21st level.
Hunter's Focus
Prerequisite: Seeker, Inevitable Shot class feature
Benefit: When you hit an enemy with a ranged basic attack, you gain a +1 bonus to attack rolls with non-basic ranged attacks against that enemy until the end of your next turn.
Guidance of the Earth Spirits
Prerequisite: Any primal class
Benefit: When you make a ranged attack against a prone enemy, that enemy grants combat advantage to you and doesn't get a defense bonus from being prone.
Archery Training [multiclass Seeker]
Prerequisite: Dex 13
Benefit: You gain training in the Nature skill.
Choose a 1st-level seeker at-will power. You can use that power once per encounter.
Initiate of the Bow [multiclass Seeker]
Prerequisite: Dex 13
Benefit: You gain training in one skill from the seeker’s class skill list.
Once per day, you can use the Seeker's Inevitable Shot power.
How do you came with the names and ideas for feats like Guidance of the Earth Spirits? Very imaginative.
ReplyDeleteI tend to start with the mechanics. After reading the class description, I usually have a bunch of ideas of things that would go well with the class features and powers, so I make a list.
ReplyDeleteIn the case of the Seeker, the class features already had more than enough coverage, so I focused on the themes I saw in powers (particularly in at-wills): basic ranged attacks, ranged attacks with 'splash' effects, and zones. The Earth Spirits feat came up when I tried to think on a generic way for a primal archer to improve ranged attacks. Rangers have stuff to negate concealment, and I wanted a primal analogue to that. I see knocking prone as a very primal concept (being closer to earth, and all that), and shooting prone targets looked like a nice effect.
After that, it's cleaning up the wording (I use existing feats as templates whenever possible), and thinking of names that fit. It's not practical to have actual playtest before posting, but I do brainstorm a bunch of character builds and think of uses in combat to make sure everything is fun to play and not too broken.