Seven Fates Archer

"Go forth, spirits, and make true the portents of my enemies’ defeat."

Prerequisite: Seeker

Spirits are everywhere in the world, from haunted forests to windswept mountains. These entities can be nothing more than wild emotions given half-realized form or can possess vast intelligence, with memories stretching back to the world’s earliest days. You turn to these spirits to help you protect the world, drawing from their vast and mysterious power to glimpse your enemies’ fates and bring about their final ends.

Communing with the land’s spirits reveals possible futures, from which you pluck the strands of fate that coincide best with your travels, and you weave those strands into your bowstring. Arrows fired from the bow carry with them the fates your enemies deserve.

This paragon path is one of guardianship. Just as you can harry enemies by loosing spirits at them, so too can you alter the fates of those around you. These techniques help keep your allies from harm, even as you frustrate and confound your foes.

SEVEN FATES ARCHER PATH FEATURES

    Guarding Shot (11th level): Whenever you make a ranged attack, you can take a -2 penalty to the attack roll against one of the targets to grant a +2 bonus to the AC of one ally adjacent to that target. The bonus lasts until the end of your next turn.
    Pinning Action (11th level): When you spend an action point to make a ranged basic attack, targets hit by the attack are also immobilized and grant combat advantage until the end of your next turn.
    Opportunity Shot (16th level): Whenever you can make an opportunity attack, you can make a ranged basic attack in place of a melee basic attack. Your attack doesn’t provoke opportunity attacks.

Seven Fates Archer Attack 11Spirit Shackles

When your projectile hits, primal spirits pull at your target, slowing it down.

Encounter        Primal, Weapon
Standard Action      Area burst 1 within weapon range

Target: Each enemy in the burst

Attack: Wisdom vs. Will

Hit: 1[W] + 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.


Seven Fates Archer Utility 12Intercepting Shot

Reacting with instinctive speed, you intercept an enemy’s attack.

Encounter        Primal, Weapon
Immediate Interrupt      Ranged weapon

Trigger: An enemy hits an ally adjacent to you with a ranged attack

Target: The triggering enemy

Effect: Make a ranged basic attack against the target with a –2 penalty to the attack roll. Your attack has no effect on the target, whether it hits or misses. However, if it hits, the ally gains a +5 bonus to all defenses against the triggering enemy’s attack, and if that attack still hits, the ally takes only half damage from it.


Seven Fates Archer Attack 20Storm of Five Spirits

Your missile’s impact into the ground calls forth a pack of angry spirits to harry your foes.

Daily        Conjuration, Primal, Weapon
Standard Action      Area burst 3 within weapon range

Effect: You conjure five angry spirits in five different unoccupied squares in the burst. The spirits occupy their squares, and they last until the end of your next turn. You and your allies can gain cover from the spirits and can move through their squares. While adjacent to any of the spirits, enemies take a –2 penalty to attack rolls. When the spirits appear, each one makes the following melee attack.

  Target: One enemy adjacent to the spirit

  Attack: Wisdom vs. Reflex

  Hit: 1[W] damage, and the target is knocked prone.


Published in Player's Handbook 3, page(s) 132.