TEXT:  
   
  
   
   
  Quick Builds: 
  Urban Seeker 
   
   
   
   
   
   
   
   
   
   
  Huge Nerd Games 
  Words and Layout ✦ Brian Stinson 
  Art ✦ Anthony Cournoyer 
  
   
   
   
  “Wooden houses. Cobblestone roads. Thatched 
  roofs with muddy mortar. The city’s spirits are 
  far from dead, but simply waiting for the call.” 
   
  When you choose your Seeker’s Bond, you can 
  choose Citybond instead of another option, 
  such as the ones in Player’s Handbook 3. 
   
  Citybond: You gain the crushing spirits power. 
  You also gain a +1 bonus to attack rolls with 
  crossbows and weapons with the light thrown 
  property, and can reload weapons with the load 
  minor weapon property as a free action. In 
  addition, while you are not wearing heavy 
  armor, you ignore the first square of difficult 
  terrain you move into each turn. 
   
    Crushing Spirits 
                Seeker Feature 
    The weight of the world itself crashes down on 
  your enemies’ shoulders, crushing them further 
  if they try to escape their plight. 
  Encounter ✦ Primal 
  Minor Action Close burst 1 
  Target: Each enemy in the burst 
    Effect: The target is knocked prone. If the 
  target stands up before the end of your next 
  turn, it takes damage equal to your Dexterity 
  modifier. 
  Level 11: 2 + Dexterity modifier damage. 
  Level 21: 5 + Dexterity modifier damage. 
   
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    Candle Spirit’s Flare 
                Seeker Attack 1 
    A flickering burst of distracting primal fire is all 
  your allies need to maneuver. 
  At-Will ✦ Primal, Radiant, Weapon 
  Standard Action 
  Area burst 1 within 
    
   
   
  weapon range 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. AC 
    Hit: 1[W] modifier radiant damage, and the 
  target cannot take opportunity actions until 
  the end of your next turn. 
   
   
    Cobblestone Scatter               Seeker Attack 1 
    A spray of stones from the city streets erupts 
  from your weapon, then settles under your 
  enemy’s feet to trip them up further. 
  Encounter ✦ Primal, Weapon 
  Standard Action 
  Close blast 3 
  Target: Each creature in the blast 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier damage. If the 
  target does not move at least 2 squares 
  before the end of its next turn, you can slide 
  the target 1 square and knock it prone. 
   
   
    Dust Devil’s Revenge               Seeker Attack 1 
    A roaring swirl of dusty wind sweeps up its 
  target and holds it helplessly aloft. 
  Daily ✦ Primal, Thunder, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier thunder damage, 
  and the target is held 5 feet off the ground 
  and is restrained (save ends both). 
  Miss: The target is restrained until the end of 
  your next turn. 
   
  
   
   
   
    Cityspeak 
   
                Seeker Utility 2 
    Your communion with the spirits of the city 
  tells you more than its residents let on. 
  Encounter ✦ Primal 
  Free Action 
   
  Personal 
  Trigger: You would make a Streetwise check 
    Effect: You make a Nature check instead. 
     Citybond: You can roll twice on the Nature 
  check and take either result. 
   
   
    Vermin Call 
   
                Seeker Attack 3 
    Rats and roaches, pigeons and crows; the 
  dregs of the city swarm to your targets to 
  prove their strength. 
  Encounter ✦ Poison, Primal, Weapon, Zone 
  Standard Action 
  Area burst 2 within 10 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. AC 
    Hit: Wisdom modifier poison damage. 
  Effect: The burst creates a zone of vermin that 
  lasts until the end of your next turn. While in 
  the zone, enemies grant combat advantage. 
   
   
    Bitter Smoke Cloud 
                Seeker Attack 5 
    Your arrow bursts into a choking cloud of 
  smoke and fire that slowly spreads. 
  Daily ✦ Fire, Primal, Weapon, Zone 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
    Hit: 2[W] + Wisdom modifier fire damage. 
  Miss: Half damage. 
    Effect: This power creates a zone of bitter 
  smoke in a close burst 2 around the target 
  (save ends). When the target moves, the 
  zone moves with it, remaining centered on 
  the target. Enemies in the zone take a -2 
  penalty to attack rolls and a -10 penalty to 
  Perception checks. Whenever the target fails 
  a saving throw against the effect, the burst 
  increases by 1, to a maximum of 5. 
   
    Black Iron Bolt  
                Seeker Utility 6 
    With the help of a primal spirit of metal, you 
  craft a punishing piece of ammunition. 
  Daily ✦ Primal 
  Minor Action  
  Personal 
    Effect: You create a black iron bolt that lasts 
  until your next extended rest. When you hit 
  with a ranged weapon attack, you can choose 
  to expend the black iron bolt to cause one 
  target of the attack to be pushed 3 squares. 
     Citybond: The target is instead pushed a 
  number of squares equal to 1 + your 
  Dexterity modifier. 
   
   
    Cacophonic Disruption             Seeker Attack 7 
    The bustle of a busy city street surrounds your 
  foe and spreads to those who can hear it. 
  Encounter ✦Primal, Thunder, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + 2d10 + Wisdom modifier thunder 
  damage, and the target and each enemy 
  within 2 squares of the target is deafened 
  and takes a penalty to opportunity attacks 
  equal to your Wisdom modifier until the end 
  of your next turn. 
  Special: You can use this power as a ranged 
  basic attack. 
   
  
   
   
   
    Plague of Rats  
                Seeker Attack 9 
    Harried by a swarm of sewer rats, those you 
  mark with your arrows attract even more 
  vermin by the minute. 
  Daily ✦ Primal, Poison, Weapon 
  Standard Action 
  Area burst 1 within 
  weapon range 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier damage, and the 
  target takes ongoing 5 poison damage (save 
  ends). Whenever the target fails a saving 
  throw against the ongoing damage, it falls 
  prone and grants combat advantage until the 
  start of its next turn. 
  Miss: Half damage, and the target grants 
  combat advantage (save ends). 
   
   
    Urban Stride  
              Seeker Utility 10 
    Your time among such large numbers of people 
  has enabled you to master the art of the urban 
  stride. 
  Encounter ✦ Primal 
  Move Action  
  Personal 
    Effect: You shift one-half your speed, ignoring 
  difficult terrain. You can move through 
  enemy’s squares during the shift, but you 
  can’t end there. 
   
   
    Rubble and Debris 
              Seeker Attack 13 
    Your shots arrive with a host of urban earth 
  spirits that surround your foes with wreckage. 
  Encounter ✦ Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One or two creatures 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier damage, and the 
  target treats all squares as difficult terrain 
  until the end of your next turn. If you target 
  only one creature, the target takes an 
  additional 1[W] damage. 
  Special: You can use this power against one 
  target as a ranged basic attack. 
   
   
    Forgotten Arrow 
              Seeker Attack 15 
    Your target hasn’t disappeared, but rather 
  simply been forgotten amongst the crowd. 
  Daily ✦ Illusion, Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier damage, and the 
  target is forgotten (save ends). While 
  forgotten, the target does not occupy a 
  space, has line of effect and line of sight to no 
  creature, and no creature has line of effect or 
  line of sight to it. If the target saves against 
  this effect while occupying the same square 
  as another creature, it reappears in the 
  nearest space of its choice. 
  Miss: Half damage, and the target is forgotten 
  until the end of your next turn. 
    Special: You can use this power as a ranged 
  basic attack. 
   
  
   
   
   
    Midnight Chill Bolt 
              Seeker Utility 16 
    You bring the desolate chill of the streets in the 
  dead of night to your target in this magical 
  piece of crafted ammunition. 
  Daily ✦ Cold, Primal 
  Minor Action  
  Personal 
    Effect: You create a midnight chill bolt that 
  lasts until your next extended rest. When you 
  hit with a ranged weapon attack, you can 
  choose to expend the midnight chill bolt to 
  cause one target of the attack to take 5 cold 
  damage and be immobilized until the end of 
  your next turn. 
     Citybond: While immobilized, the target also 
  takes a penalty to attack rolls equal to your 
  Dexterity modifier. 
   
   
    Putrid Wind Spirit 
              Seeker Attack 17 
    While the air spirits you call don’t mind the 
  stench of urban decay, your foe might. 
  Encounter ✦ Poison, Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier poison damage, 
  and the target is dazed until the end of your 
  next turn. While dazed, enemies adjacent to 
  the target take a -2 penalty to attack rolls. 
  Special: You can use this power as a ranged 
  basic attack. 
   
   
   
    Distracting Spirit Crowd         Seeker Attack 19 
    The spirits of the city’s lost and broken come to 
  your aid, marching on your enemies in a throng 
  of ghostly figures. 
  Daily ✦ Necrotic, Primal, Weapon 
  Standard Action 
  Area burst 2 within 
  weapon range 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier necrotic damage, 
  and all creatures have concealment against 
  the target, or total concealment if the target 
  is more than 5 squares away (save ends). 
  Miss: Half damage, and all creatures have 
  concealment against the target until the end 
  of your next turn. 
   
   
    Citywalk 
   
              Seeker Utility 22 
    Your connection to the urban environment has 
  grown, and you swim through the city itself like 
  water. 
  Daily ✦ Primal, Teleportation 
  Minor Action  
  Personal 
    Effect: Until the end of the encounter, 
  whenever you start your turn next to 
  blocking terrain, you can use a minor action 
  to teleport up to 5 squares to a square on the 
  other side of the blocking terrain, even if you 
  don’t have line of sight to the destination. 
   
  
   
   
   
    Urban Displacement             Seeker Attack 23 
    Like the twisting alleys and confusing streets of 
  your home city, your foes’ primal trip is equally 
  disorienting. 
  Encounter ✦Primal, Teleportation, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One, two, three, or four creatures 
  Attack: Wisdom vs. AC 
    Hit: 2[W] + Wisdom modifier damage, and you 
  may swap the target with any other creature 
  hit by this power. In addition, the target takes 
  a -2 penalty to AC and Reflex defenses until 
  the end of your next turn. 
   
   
    Caustic Spirit Swarm             Seeker Attack 25 
    Even the toxic sludge of the city has patron 
  spirits, and they take form at your command to 
  swarm those you mark. 
  Daily ✦ Acid, Conjuration, Primal, Weapon 
  Standard Action 
  Area burst 2 within 
  weapon range 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. Reflex 
    Hit: 1[W] + Wisdom modifier acid damage, and 
  the target is slowed (save ends). 
  Miss: Half damage. 
  Effect: You conjure two caustic spirits in two 
  different squares adjacent to the target. At 
  the start of each of your turns, you can slide 
  each caustic spirit up to 2 squares. If a caustic 
  spirit ever occupies the same square as a 
  creature, it disappears, and that creature 
  takes acid damage equal to your Wisdom 
  modifier and is slowed until the end of your 
  next turn. It otherwise lasts until the end of 
  the encounter. 
   
   
    Mob Mentality 
              Seeker Attack 27 
    Urban trickster spirits possess your targets, 
  whipping them into a blind frenzy. 
  Encounter ✦ Charm, Primal, Psychic, Weapon 
  Standard Action 
  Area burst 3 within 
  weapon range 
  Target: Each enemy in the burst 
  Attack: Wisdom vs. AC 
    Hit: 1[W] + Wisdom modifier psychic damage, 
  and you slide the target up to 2 squares 
  closer to the center of the burst. Until the 
  end of your next turn, the target treats all 
  creatures as enemies for the purposes of 
  opportunity attacks, and must make every 
  opportunity attack possible. 
   
   
    Palisade of Arrows 
              Seeker Attack 29 
    The shots you plant in the ground grow to 
  formidable size, becoming a menacing spiked 
  wall with spirit archers of its own. 
  Daily ✦ Conjuration, Primal, Weapon 
  Standard Action 
  Area wall 12 within 
  weapon range 
    Hit: You conjure a solid wall of contiguous 
  squares filled with spiked posts. The wall can 
  be up to 12 squares long and up to 6 squares 
  high. 
  Any creature that enters or starts its turn in a 
  square adjacent to the wall takes 3d12 + 
  Wisdom modifier damage. The wall blocks 
  line of sight for all creatures other than you 
  and prevents movement. No creature can 
  enter a square containing the wall. 
  Special: A creature can attack the wall. Each 
  square has 75 hit points. Any creature that 
  makes a melee attack against the wall takes 
  3d12 damage. The wall has vulnerability 25 to 
  fire. If the wall is not destroyed, it withers 
  and fades after 1 hour. 
   
   
  
   
   
  “This is my city. Let me introduce you to it, or 
  perhaps it will introduce itself.” 
   
  Prerequisite: Seeker, Citybond class feature, 
  inevitable shot power 
   
  Most natural leaders shun the cities, thinking 
  these places anathema, but a city is a living 
  thing, just another ecosystem to its inhabitants. 
  The spirits of wood, mud, and vermin call it 
  home, and even processed materials like metal 
  and stone retain their essence relatively 
  unharmed. This is a shocking revelation to many 
  primal characters, to be sure, but it is an 
  important one, and you wish to spread your 
  knowledge to anyone who will listen. 
   
  You walk in a primal grey area, a strange 
  symbiosis between man and nature, secular and 
  spiritual, martial and primal. You stalk in dark 
  alleys, speak to rats and crows, and punish 
  those who would defile your home. You are 
  often at odds with traditionalists, but you would 
  rather be an outcast than turn a deaf ear to the 
  spirits; the city is your home, and your charge. 
   
  Crowd Control Action (11th Level): When you 
  spend an action point to make a ranged attack 
  and hit or miss, you can expend your inevitable 
  shot to make a ranged basic attack against each 
  enemy adjacent to one target of the attack, 
  using the target’s space as the origin square. 
  Wisdom of the Streets (11th Level): You gain 
  training in Streetwise, and your Bluff, 
  Diplomacy, Intimidate, and Streetwise checks 
  are based on your Wisdom modifier. 
  In addition, once per day, you can use the Speak 
  with Nature ritual without expending 
  components. If you are speaking to a natural 
  beast or plant commonly found in an urban 
  environment, you can use Streetwise instead of 
  Nature for the ritual’s key skill. 
  Second Chances (16th Level): You gain an 
  additional use of inevitable shot per encounter. 
    Murderous Shot    Urban Champion Attack 11 
    Your bolt is a beacon to the birds of the city, 
  and crow and pigeon alike descend as a cloud 
  on your foes. 
  Encounter ✦ Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
    Hit: 1[W] + 1d6 + Wisdom modifier damage, 
  and the target is harried until the end of your 
  next turn. While harried, whenever the target 
  or an enemy within 2 squares of the target 
  takes an action that provokes opportunity 
  attacks from adjacent enemies, that creature 
  takes 1d6 damage. 
  Special: You can use this power as a ranged 
  basic attack. 
   
    Scattershot Bolt     Urban Champion Utility 12 
    Perfect for dispersing riotous crowds, this 
  magical projectile splits into hundreds of 
  smaller bolts on impact. 
  Daily ✦ Primal 
  Minor Action  
  Personal 
    Effect: You create a scattershot bolt that lasts 
  until your next extended rest. When you hit 
  with a ranged weapon attack, you can choose 
  to expend the scattershot bolt to cause each 
  enemy adjacent to one target of the attack to 
  take damage equal to your Dexterity modifier 
  and be pushed 1 square away from that 
  target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
    Spirit of Hunger     Urban Champion Attack 20 
    A primal spirit of the city’s hunger comes upon 
  your enemy, slowly sapping its strength. 
  Daily ✦ Necrotic, Primal, Psychic, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
    Hit: 1[W] + Wisdom modifier damage and 
  2d12 necrotic and psychic damage. 
   Miss: Half damage and 1d12 necrotic and 
  psychic damage. 
    Effect: The target takes ongoing 10 necrotic 
  and psychic damage and is weakened (save 
  ends both). 
     First Failed Saving Throw: The target takes 
  ongoing 10 necrotic and psychic damage and 
  is unconscious (save ends both). 
   
  
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