P.E.A.C.H., Plz? Have An Essential Seeker!?! What You Guys Think Of It.

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My first essential style design and I think I can do this. Take look and answered the questions at the bottom of this post when you done. Pleeeeaaassseee.

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NOMAD (SEEKER)


CLASS TRAITS:


Role:
Controller. You dwells with the powerful forces of the living spirits of life complete living cycle rather its be of air, water or land. These spirits are adequated protectors of all that is naturally pure whether it's mineral or flesh as well as favored those whom love and compassion toward their cause against the corruption found in the essences of the the humaniod's polluted reaches.
They are quick to seek out the inspired, studious and champions for the defense of and restoration of pure life to assist them in their growth and challenges. Most of these favoreds are nomadic adventurers that travels thru the wildernes guided by a love a few of there races can understand and Nomad seekers are challenged they called upon these powerful spitirs of the pure world to help fight all actrocities created by the humanoid misguiled vices.
As a Nomad Seeker you lean toward either leader or striker as a secondary role.

Power Source: Primal. As like other seekers you call on primal spirits to lend their might to your cause.
Key Abilities: Wisdom, Dexterity, Strength,
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, all heavy thrown weapons, shortbow, longbow, quarterstaff, spear.
Implement: Totems, Ki focuses, weapons with which you're proficient.
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: 9 + 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). Thievery (Dex)

Class features: Spitual Invested, Speak With Spirits, Seeker's Bond.

 

NOMAD SEEKER CLASS FEATURES

SPIRITUALLY INVESTED

You gain two extra healing surges per day, training in Nature and a +1 bonus to Fortitude. (All included in  Class Summary Above)
The bonus to the Fortitude Defense increases to +2 at 11th level and +3 at 21st level.
Also at the level 1 instead of gaining level 1 Seeker's Class powers you instead gains the following at-will feature powers:

With The Wind Spirits                                                             Seeker Utility
The spirits of the winds protects you like a fatherly strongman while you are on the battlefield by sweeping you, your compainions and foe alike to favored your odds and positions for safety.
At-Will
Implement, Primal, Stance
Minor Action Personal
Effect: You assume the with the wind spirits stance . The stance lasts until the end of the encounter or until you activate another stance. As a move action, you can shift up to 2 squares or you may traded places with an adjacent target creature of a size of up to one size larger than you. If you and target creature can't occupied each other spaces then this power can't swap the positions.

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Vicious Spirits                                                           Seeker Utility
A supernatural force dwells about you eagerly ready to strike at any enemy seen or unseen within arm distance of your body as a cost for closing space to your and their place.

At-Will
Implement, Primal, Stance
Minor Action        Personal
Effect: You assume the vicious spirit stance.The stance lasts until the end of the encounter or until you activate another stance. Once per turn, when an enemy enters a square adjacent to you while you are able to make opportunity attacks against that enemy, you deal damage equaling your 2 + Wisdom modifier to the enemy to that enemy and grants combat advantage to that enemy's next attack roll against you.

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The Masterful Hurler                                                               Seeker Utility

There's isn't an angle yon can't find, an arc you can't juke, nor a spin can't make that can hit its mark like your spirit-assist prowess with any familiar hand-held weapon can when you mean to harrass or strike.
Effect: You assume the masterful hurler stance. The stance lasts until the end of the encounter or until you activate another stance.  Until this stance ends, your one-handed melee weapons you have proficiency with gains range 2/5, doesn't provoke opportunity attacks for making ranged attacks, gains the primal, implement keywords dealing thunder damage and as well as slides all hit or miss target enemies 1 square.
Also while this stance is active; ranged attacks made with a one-handed melee weapon may either be an area burst attack centering at target's square and does half damge to all adjacent creatures to the target or may target an adjacent enemy to you as a secondary target to a ranged basic attack and if this secondary attacks hits it does half damage.

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Spirit's Gift Of Ethereal                                                             Seeker Utility
A supernatural force dwells about you eagerly ready to strike at any enemy seen or unseen within arm distance of your body as a cost for closing space to your and their place.
At-Will
Implement, Primal, Stance
Minor Action Personal

Effect: You assume the gift of ethereal stance The stance lasts until the end of the encounter or until you activate another stance.  Until this stance ends, your one-handed melee weapons you have proficiency with gains range 2/5, doesn't provoke opportunity attacks for making ranged attacks, gains the primal, implement keywords dealing psychic damage. Also until the stance ends, you are slowed and have a -3 power penalty to attacks rolls and saving throws as well as +3 power bonus to all defenses. You also cannot be dazed, dominated nor stunned and have partial concealment against all non-melee attacks. These bonuses and penalties can't be altered by any other powers or effects.


CENTERED BONDED:
You gain both the Inevitable Shot  Encounter power and Centered Bond at-will power. You can only use one of these powers per round and only during your turn.


Inevitable Shot feature power is the same for all Seeker's Classes.

Nomad Feature Centered Bonded
Your relentless spirits is always ready to served you longlife and when properly fueled they gained the strenght to redirected and move the worlds rotating around you, calming the paths ahead of you.
At-Will
Primal
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: Each enemy adjacent to you
Effect: You either slide target 1 square to a square adjacent to you, or  target is slowed until the end of the target's next turn; if the target was targeted by the triggering attack then you may slide target is 1 square in any direction and that triggering attack's target is slowed until the start of your turn.
Special: You can use this power only once per round.

SPEAK WITH SPIRITS
You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights. You gain the Shaman feature Speak With Spirits power
This feature also qualifies you for feats, items, themes and utility powers with both the Shaman class' and Speak With Spirits feature's prerequisites even though you aren't considered of the Shaman class.

SEEKER'S BOND
Seekers develop special bonds with primal spirits by offering solemn vows to further the spirits’ purposes. In exchange for these vows, the spirits bestow a measure of their strength to aid their champions’ cause.
Choose a Seeker's Bond. It will provide dephts for when using your Nomad (Seeker's) and Shaman's utilities powers as well as the mentioned bonuses on Seekers' class level powers.

Bloodbond
As on who in control of your environment Bloodbond can help you lead your companions away from been trapped as well as gained more advantage and oppotrtunity against your foes.

You gain the encaging spirits power.
In addition, while you are not wearing heavy armor, you can shift as a minor action.

Spiritbond
You know the war against corrupting ends demands decisive actions and tremendous efforts with the tools of destruction in which Spiritbond feature can be provide you strong offerings to help hasten the evil's end.
 

You gain the spirits’ rebuke power.
In addition, you also gain a +1 bonus to attack rolls with both light thrown and heavy thrown weapons, and when you make an attack by throwing a weapon with which you have proficiency, the weapon returns to your hand after the attack. In addition, while you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.

LEVELING UP:

Utilities Powers:

When you reached a level in which you gained class level utility power you may choose to gained  either a Seeker Class' utility power or another  utility power of the level you entering in which you meet the prerequisites for.

Level 3: You gained the Seeker' class' Level 1 encounter power: Mischief Spirits.

Level 5: You gained the Seeker Class' Level 5 daily power: Call Of The Ghost Wolf. You may also forgo this acquisition to choose either the Level 1 Seeker Attack daily power Fungal Bloom or Persistent Arrow but if you do; you can only have conjured 1 fungal bloom or one persistent active per round and you may use the chosen power as an at-will power.

Level 7: You gain the SeekersClass Level 3 Spetral Scorpion Sting encounter power

Level 9: If you haven't gained the Call Of The Ghost Wolf at level 5 you may choose so now or you may gain the unchosen from the choices of the Level 1 Seeker Attack daily power Fungal Bloom or Persistent Arrow and if you do; you can only have either a conjured fungal bloom or a persistent arrow active per round and you may use both powers as at-will powers.

Level 11: You may choose a Paragon Path as if you was also of the Shaman Class
Level12: As you level up past level 11 you may choose your new powers only from either the Seeker 's Class powers and the Shaman class powers listed for that level you reached unless you have feats, path or theme powers which includes all qualified features and bonuses from anywhere you have available to you to make different choices.
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Well, did I nailed this essential style presentation and does this class looks like something worth playing? (Of'course if it doesn't please tell me why that too?)


Thank You, V.    

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