TEXT: Heroic Power: Seekers of the Sand 
  By David “Antioch” Guyll 
  Special thanks to Nick Wedig, Eric Sheldahl, and Victor Hurdato for 
  criticizing the powers, and hopefully making this a better product. 
   
  When I sit down to make a character, whether Dungeons & 
  Dragons, Dungeon World, Dresden Files, or what have you, I tend 
  to pick options that follow a theme. An obvious example is the 
  pyromancer; you just pick all the spells that have Fire somewhere in 
  them, and you are good to go.  
   
  Sometimes these concepts are difficult to realize due to a lack 
  of choices, such as an invoker that is all about fire. Sometimes it is 
  because they are so bizarre or corner-case that it is not too 
  surprising, like a wizard that focuses on transmutations. 
   
  The seeker class had an interesting if somewhat confusing 
  concept that combined weapons and spirits, but no support that I 
  can even remember, and so my only experience was when a friend 
  played one during a Heroic tier Eberron campaign. Now that 
  Wizards of the Coast is moving on to Next, there is pretty much no 
  hope for “official” support for this class. 
  When I think of primal classes, I envision them having strong 
  themes surrounding animal spirits and terrain, and so a couple 
  years ago I was trying to think of a Dragon submission and came 
  across the idea of a seeker with strong ties to the desert. I felt it 
  was untreaded territory and might spark some interest, but they 
  were not interested in “power” articles at the time. 
  I posted this on my blog while back, but with Next coming 
  up I figured I would clean it up, add some new stuff, and maybe get 
  paid for my efforts. I get that it is not “official”, but I also get that 
  there are plenty of people that still love and play 4th Edition (myself 
  included if I had the time). Maybe somewhere in that demographic 
  are players that want more choices for seekers, or want a stronger 
  theme before giving one a try. 
  This is for them. 
  This 8-page supplement contains 14 seeker evocations from 
  levels 1-9, a paragon path, and five magic items. It is intended to 
  provide a solid conceptual foundation throughout the Heroic tier, 
  and hopefully inspire you to the paragon tier and beyond. 
  Spirits of Dust and Wind 
  The desert is a harsh and unforgiving place. Food and water are 
  difficult to come by, making day to day survival a luxury that few 
  can afford. Though spirits want for little even for them existence is 
  a test of time, because though they are immortal they can be still 
  be destroyed, and destruction can come from many sources: 
  careless mortals, power-hungry spirits, even the natural course of 
  things as rivers, rocks erode, and plants wither and die.  
  It is because of this eventual doom that most are eager to bond 
  with someone not tied to the land, and whether by choice or 
  circumstance you have discovered one or more spirits during your 
  travels through the wasteland. Maybe it was part of your tribe’s 
  initiation rite to hunt down a spider spirit and force it to obey your 
  commands, or maybe you found a weak spirit and offered yourself 
  as its new home…maybe you needed its help, and were willing to 
  pay any cost? 
  As the bond with the spirit lends you its strength and 
  capabilities, so too can it change your nature. Spider spirits can 
  instill a deep thirst, causing you to view other creatures as prey. 
  Wind spirits can make you fickle, prone to wandering from place to 
  place. How has the bond changed you? Which spirits are your allies, 
  and which your burdens? 
   
   
   
   
   
   
   
   
  
  Heroic Power: Seekers of the Sand 
  At-Will Evocations 
   
  Culling Strike 
  Seeker Attack 1 
  Your weapon or shot is attached to you by a strand of spiritual 
  webbing, allowing you to drag your enemy towards you. 
  At-Will ✦ Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
  Hit: 1[W] + Wisdom modifier damage, and you pull the target a 
  number of squares equal to your Strength modifier and it is 
  slowed until the end of your next turn. 
       Level 21: 2[W] + Wisdom modifier damage. 
   
  Pinning Scorpion 
  Seeker Attack 1 
  A ghostly scorpion manifests next to your enemy, pinning it in 
  place. 
  At-Will ✦ Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. AC 
  Hit: Wisdom modifier damage, and the target is immobilized until 
  the end of your next turn.  
       Level 21: 2 + Wisdom modifier damage. 
  Special: You can use this power as a ranged basic attack. 
   
   
   
   
   
   
   
   
   
   
  Scouring Sands 
  Seeker Attack 1 
  A shroud of wind surrounds the enemy you strike, preventing it 
  from moving and harming those that get too close. 
  At-Will ✦ Primal, Weapon 
  Standard Action 
  Melee or Ranged weapon 
  Requirement: You must be wielding a light thrown or a heavy 
  thrown weapon to make a melee attack with this power. 
  Target: One creature 
  Attack: Wisdom vs. AC 
  Hit: 1[W] + Wisdom modifier damage, and the target is slowed 
  until the end of your next turn. In addition, until the end of your 
  next turn enemies that enter a square adjacent to the target take 
  damage equal to your Dexterity or Strength modifier.  
       Level 21: 2[W] + Wisdom modifier damage, and enemies that 
  enter a square adjacent to the target take damage equal to your 
  Dexterity or Strength modifier + 3. 
  Level 1 Encounter Evocation 
   
  Spider Trap 
  Seeker Attack 1 
  The spirit of a massive arachnid lunges from the ground, toppling a 
  foe and biting him with envenomed fangs. 
  Encounter ✦ Poison, Primal, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
  Hit: 1[W] + Wisdom modifier poison damage, and the target is 
  knocked prone and immobilized (save ends both).  
   
   
   
   
   
  
  Heroic Power: Seekers of the Sand 
  Level 1 Daily Evocation 
   
  Swarm of Scorpions 
  Seeker Attack 1 
  A swarm of black scorpions erupts from the ground, ferociously 
  stinging any enemy within reach. 
  Daily ✦ Poison, Primal, Weapon 
  Standard Action 
  Area 1 burst within 10 squares 
   
  Target: Each enemy in the burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 1[W] + 1d6 + Wisdom modifier poison damage. 
  Effect: The burst creates a zone of difficult terrain that lasts until 
  the end of your next turn. Enemies that enter the zone or end 
  their turn there take poison damage equal to your Dexterity or 
  Strength modifier. As a move action, you can move the zone 2 
  squares. 
  Sustain Minor: The effect persists. 
       Bloodbond: The range is increased to an area 2 burst, and as a 
  move action you can move the zone a number of squares equal 
  to your Dexterity modifier. 
       Spiritbond: Enemies in the zone take additional damage from 
  you equal to your Strength modifier. 
  Level 2 Encounter Evocations 
   
  Shimmering Curtain 
  Seeker Utility 2 
  The air shimmers around you, making it difficult for distant 
  enemies to strike you. 
  Encounter ✦ Primal 
  Minor Action 
  Personal 
   
  Effect: Until the end of your next turn, you gain concealment 
  against creatures that are not adjacent to you. 
   
   
   
   
   
  Sinking Sands 
  Seeker Utility 2 
  You weaken the planar fabric, causing part of a Feywild wasteland 
  to briefly manifest and hinder your enemies. 
  Daily ✦ Primal 
  Minor Action 
  Close burst 3 
   
  Target: Each creature in the burst 
  Effect: Each enemy in the area of effect is immobilized until the 
  end of your next turn.  
       Aftereffect: Each enemy is slowed (save ends). 
  Level 3 Encounter Evocation 
   
  Invigorating Blood 
  Seeker Attack 3 
  Your attack not only wounds your enemy, but you draw strength 
  from it. 
  Encounter ✦ Primal, Weapon 
  Standard Action 
  Melee or Ranged weapon 
  Target: One creature 
  Requirement: You must be wielding a light thrown or a heavy 
  thrown weapon to make a melee attack with this power. 
  Attack: Wisdom vs. AC 
  Hit: 1[W] + Wisdom modifier damage. You regain a number of hit 
  points equal to your Wisdom modifier. 
       Spiritbond: You gain temporary hit points equal to your 
  Strength modifier. 
       Bloodbond: The target takes a penalty to damage equal to 
  your Dexterity modifier until the end of your next turn. 
   
   
   
   
   
   
   
   
  
  Heroic Power: Seekers of the Sand 
  Level 5 Daily Evocation 
   
  Summon Spirit Scorpion 
  Seeker Attack 5 
  You call a spirit scorpion to your side. 
  Daily ✦ Poison, Primal, Summon, Weapon 
  Minor Action 
  Ranged 10 
   
  Effect: You summon a Small scorpion in an unoccupied square 
  within range. The scorpion has speed 6. You can give the 
  scorpion the following special commands.  
       On the turn you summon the scorpion, you give that command 
  as part of using this power. 
  Standard Action: Melee 1; targets one creature; Wisdom vs. 
  Reflex; 1d8 + Intelligence modifier damage, and the scorpion 
  grabs the target. 
  Standard Action: Melee 1; targets one grabbed creature; Wisdom 
  vs. Fortitude; 1d6 + Intelligence modifier damage, and ongoing 5 
  poison damage (save ends). 
  Instinctive Effect: If you have not given the scorpion any 
  commands by the end of your turn, it attacks an adjacent enemy 
  using the first attack unless the enemy has been grabbed by it, in 
  which case it uses the second attack. Otherwise, it moves its 
  speed to an adjacent enemy. 
   
   
   
   
   
   
   
   
   
   
   
   
  Level 6 Utility Evocation 
   
  Sandstorm Shroud 
  Seeker Utility 6 
  You conjure a swirling cloud of sand to conceal you and confound 
  your enemies. 
  Daily ✦ Primal, Zone 
  Minor Action 
  Close burst 5 
   
  Effect: The burst creates a zone of swirling sand until the end 
  of your next turn. You and your allies have concealment while 
  in the zone. If an enemy ends its turn in the zone, you can slide 
  it 1 square. 
  Sustain Minor: The effect persists until the end of your next 
  turn. 
  Level 7 Encounter Evocations 
   
  Cascade of Dust 
  Seeker Attack 7 
  As your weapon strikes your enemy, a spirit explodes into a 
  choking cloud of sand. 
  Encounter ✦ Primal, Weapon 
  Standard Action 
  Melee or Ranged weapon 
  Primary Target: One creature 
  Requirement: You must be wielding a light thrown or a heavy 
  thrown weapon to make a melee attack with this power. 
  Primary Attack: Wisdom vs. AC 
  Hit: 1[W] + Wisdom modifier damage. Make a secondary attack 
  that is an area burst 1 centered on the primary target. 
       Secondary Target: Each enemy in the burst. 
       Secondary Attack: Wisdom vs. Fortitude 
       Hit: 1d6 damage. 
       Bloodbond: You slide each creature damaged by this attack 1 
  square. 
   
   
   
  
  Heroic Power: Seekers of the Sand 
   
  Serpent’s Grip 
  Seeker Attack 7 
  Your attack distracts your enemy, giving a spiritual serpent the 
  perfect opportunity to strike. 
  Encounter ✦ Primal, Weapon 
  Minor Action 
  Close burst 5 
  Special: If you hit the target during your turn with a seeker 
  attack, you have combat advantage for this attack. 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
  Hit: Wisdom modifier damage, and you slide the target 1 
  square and it is immobilized until the end of your next turn.  
       Spiritbond: You instead slide the target a number of 
  squares equal to your Strength modifier. 
  Level 9 Daily Evocation 
   
  Carrion Flock 
  Seeker Attack 9 
  A flock of rotting bird spirits descends upon your foes, pecking 
  and tearing at them. 
  Daily ✦ Primal, Weapon 
  Standard Action 
  Area 2 burst within 10 squares 
   
  Target: Each enemy in the burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 1[W] + Wisdom modifier damage, plus 1d8 damage against 
  bloodied targets. 
  Effect: The burst creates a zone of difficult terrain that lasts 
  until the end of your next turn. The zone is also difficult terrain 
  for flying enemies. Bloodied enemies that end their turn in the 
  zone take 5 damage. 
  Sustain Minor: The effect persists, and you can slide each 
  enemy in the zone 1 square. 
       Bloodbond: Bloodied creatures in the zone grant combat 
  advantage. 
       Spiritbond: When you sustain the power, you instead slide 
  enemies a number of squares equal to your Strength modifier. 
   
  Wall of Cactus 
  Seeker Attack 9 
  A row of cactus erupts from the ground, bristling with numerous 
  spines. 
  Daily ✦ Conjuration, Primal 
  Standard Action 
  Area wall 8 within 10 squares 
   
  Effect: You conjure a wall of cactus. The wall can be up to 4 
  squares high and must be on a solid surface, and it lasts until 
  the end of your next turn. The wall provides cover. A creature’s 
  line of sight through a wall square is blocked unless the 
  creature is adjacent to that square. 
       Entering a wall square costs 3 extra squares of movement. If 
  a creature enters a wall’s space or starts its turn there, that 
  creature takes 3d6 + your Wisdom modifier damage and is 
  slowed (save ends). A creature can take this damage only once 
  per turn. 
  Sustain Minor: The wall persists until the end of your next turn. 
   
   
  
  Heroic Power: Seekers of the Sand 
  SAND STRIDER 
  Though the desert does not have much to offer, you have sworn 
  (or been charged) to protect it. Has the desert’s spirit empowered 
  you with this task? Are you the ancestor of a previous strider? Is it 
  the latest “gift” that the desert has granted you after sparing your 
  life? 
   
  Prerequisite: Seeker 
   
  Sand Striker Path Features  
  Striding Action (11th level): When you spend an action point to 
  take a move action, each ally within 5 squares can move their 
  speed. In addition, you and each ally within 5 squares gains a +1 
  power bonus to AC and Reflex until the start of your next turn. 
  Boon of the Sand Spirits (11th level): You gain resist 10 fire and 
  resist 10 thunder, and are unaffected by difficult terrain due to 
  sand, rubble, mud, and similar features. 
  Shifting Ground (16th level): When you hit an enemy with an 
  attack, the next attack against it gains a +1 power bonus to the 
  attack roll. 
   
  Sand Strider Powers  
  Dune Spirit’s Howl 
  Sand Strider Attack 11 
  You channel the roar of a wind spirit, creating a concussive blast of 
  wind and sand that scours the flesh from your enemies and sending 
  them sprawling. 
  Encounter ✦ Primal, Thunder, Weapon 
  Standard Action 
  Close blast 3 
  Target: Creatures in the blast 
  Attack: Wisdom vs. Fortitude 
  Hit: 1d8 + Wisdom modifier thunder damage, and the target is 
  pushed 2 squares, knocked prone, and dazed until the end of 
  your next turn. 
   
   
   
  Dessicating Heat 
  Sand Strider Utility 12 
  You call upon a spirit of fire to sap the strength from your enemies. 
  Daily ✦ Conjuration, Primal 
  Minor Action 
  Ranged 5 
  Effect: You conjure a fire spirit within 5 squares that lasts until 
  the end of the encounter. Enemies within 3 squares of the fire 
  spirit suffer a -2 penalty to Fortitude. When you spend a move 
  action, the spirit can fly a number of squares equal to your speed. 
   
  Ambushing Bulette  
  Sand Strider Attack 20 
  You can easily burrow through the ground, springing forth 
  suddenly to catch your enemies off guard. 
  Daily ✦ Primal, Stance 
  Minor Action 
  Personal 
   
  Effect: For the rest of the encounter you gain tremorsense 10 and 
  can use the following at-will power. 
   
  Ambushing Bulette Attack  
   
  At-Will ✦ Primal, Weapon 
  Move Action 
  Close burst 1 
   
  Requirement: The power Ambushing Bulette must be active in 
  order to use this power. 
  Effect: Before the attack, you burrow up to your speed. 
  Target: Each enemy within the burst 
  Attack: Wisdom vs. Fortitude 
  Hit: Wisdom modifier damage, and the target is knocked prone. 
   
   
   
  
  Heroic Power: Seekers of the Sand 
  Magic Items 
   
  Thousand Razors 
  Level 5+ Rare 
  This weapon is formed from hundreds of shards of obsidian. 
  Though they occasionally harm the wielder, they can also be 
  unleashed upon your enemies. 
  Lvl 5 
  +1 
  1,000 gp Lvl 20 
  +4 
  125,000 gp 
  Lvl 10 
  +2 
  5,200 gp Lvl 25 
  +5 
  625,000 gp 
  Lvl 15 
  +3 
  25,000 gp Lvl 30 
  +6 
  3,125,000 gp 
  Weapon: Axe or bow 
  Enhancement Bonus: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Property 
   Whenever you use an attack power that has a ranged of close 
  burst or close blast, you deal additional damage equal to this 
  weapon’s enhancement bonus. 
   Whenever you roll a natural 1, you take 1d6 damage per plus. 
  This damage cannot be reduced in any way. 
  Attack Power ✦ Encounter (Standard Action) 
  Attack: Close blast 3 (creatures in the blast); the weapon’s level + 
  3 vs. Reflex 
  Hit: 1d10 damage, and the target is slowed (save ends). 
       Level 16: 2d10 damage. 
       Level 26: 3d10 damage. 
  Utility Power ✦ Daily (Move Action) 
  Effect: Close burst 3. Enemies in the burst take damage equal to 
  the weapon’s enhancement bonus and are immobilized until the 
  end of your next turn. 
   
   
   
   
   
   
   
   
   
   
  Landshark Gauntlets 
  Level 8+ Rare 
  These thick, clawed gloves give you the ability to effortlessly tear 
  through earth and stone. Oh, and flesh. 
  Lvl 8 
  3,400 gp Lvl 28 
  2,215,000 gp 
  Lvl 18 
  85,000 gp  
  Hands Slot 
  Property 
  Your unarmed attack deals 1d6 + Strength modifier damage. 
       Level 16: 1d8 + Strength modifier damage. 
       Level 26: 1d10 + Strength modifier damage. 
  Utility Power ✦ Daily (Minor Action) 
  Effect: You gain a burrow speed of 4 squares until the end of the 
  encounter. 
       Level 16: Burrow speed 6. 
       Level 26: Burrow speed 8. 
  Utility Power ✦ Daily (Standard Action) 
  Effect: You strike a surface, creating a passage 2 squares wide 
  and 4 squares deep. 
       Level 16: The passage is 6 squares long. 
       Level 26: The passage is 8 squares long. 
   
  Snakeskin Boots 
  Level 5 Uncommon 
  The serpent spirit bound to these boots allows you to move in 
  swift, unpredictable ways. 
  Feet Slot 
  1,000 gp 
  Property 
  You gain a +1 power bonus to AC against opportunity attacks 
  made while moving or making ranged attacks. 
  Power ✦ Daily (Move Action) 
  Effect: Shift your speed. You can move through an enemy’s space 
  during this movement. 
   
   
   
  
  Heroic Power: Seekers of the Sand 
   
   
  Chitin Harness 
  Level 7+ Rare 
  This armor is crafted from the corpse of a massive spider. The spirit 
  that resides within grants you the ability to scale walls and trap 
  your prey within webbing. 
  Lvl 7 
  +2 
  2,600 gp Lvl 22 
  +5 
  325,000 gp 
  Lvl 12 
  +3 
  13,000 gp Lvl 27 
  +6 
  1,625,000 gp 
  Lvl 17 
  +4 
  65,000 gp  
   
   
  Armor: Leather or hide 
  Enhancement Bonus: AC 
  Property  
   You gain an item bonus to Athletics checks equal to the 
  armor’s enhancement bonus. 
   If you do not attack the nearest bloodied, immobilized, or 
  restrained creature that you can see, you take a -2 penalty to 
  the attack roll. 
  Utility Power ✦ At-Will (Move Action) 
  Effect: You can shoot a line of webbing to retrieve an unattended 
  object 5 squares away weighing no more than 10 pounds. At the 
  DM’s discretion you can also use this to catch items with a 
  readied action or manipulate devices like levers. 
       Level 17: The range is 10 squares, and the object can weigh up 
  to 15 pounds. 
       Level 27: The range is 20 squares, and the object can weigh up 
  to 30 pounds. 
  Attack Power ✦ Daily (Minor Action) 
  Attack: Area burst 2 within 10 (enemies in the burst); the 
  weapon’s level + 3 vs. Fortitude. 
       Hit: The target is restrained until the end of your next turn. 
       Aftereffect: The target is slowed (save ends). 
   
   
   
   
   
   
   
  Mirage Cloak 
  Level 8+ Rare 
  This shimmering cloak makes it difficult for enemies to determine 
  your true location from a distance. 
  Lvl 8 
  +2 
  3,400 gp Lvl 23 
  +5 
  425,000 gp 
  Lvl 13 
  +3 
  17,000 gp Lvl 28 
  +6 
  2,125,000 gp 
  Lvl 18 
  +4 
  85,000 gp  
   
   
  Neck Slot 
  Enhancement Bonus: Fortitude, Reflex, and Will 
  Property 
  Enemies that are 5 or more squares away that make ranged 
  attacks against you take a -1 penalty to the attack roll.  
  Power (Teleportation) ✦ Daily (Immediate Interrupt) 
  Trigger: You are hit by a melee or ranged attack. 
  Effect: The attack misses and you teleport 3 squares. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Awful Good Games - Heroic Power - Seekers of the Sand.pdf