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"Go forth, spirits, and make true the portents of my enemies' defeat."[PH3:133]

Prerequisite: Seeker

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.

 Spirit Shackles Seven Fates Archer Attack 11
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 burst
 Attack: Wisdom vs. Will
 Hit: 1[W] + 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.


 Intercepting Shot Seven Fates Archer Utility 12
You pause long enough to whisper your enemy's name to the arrow you are about to fire.
 Encounter + Primal
 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.


 Storm of Five Spirits Seven Fates Archer Attack 20
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
 Trigger: An enemy hits an ally adjacent to you with a ranged attack
 Target: The triggering enemy
 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 falls prone.
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