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To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook (By WEContact)
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<blockquote data-quote="Veep" data-source="post: 6707621" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Paragon Paths</span></p></strong></p><p style="text-align: center"><strong><span style="font-size: 18px"></span></p><p></strong>Seekers have bad native Paragon Paths. They have exactly two good options, but I'll be including the rest of them anyways, for the sake of completeness, and so that when you take one of them anyways I can say I told you so. If neither of the two good Paths fit your build, look into racial Paths or check out the non-native PPs in the Multi-classing section.</p><p></p><p>Seeker PPs are generally bad because even though a few have a couple decent features, they nearly all lack powers with good control. Because Seeker powers are usually a tier or two behind other controller powers, they need to poach good control powers from outside their own list, and PPs represent an excellent opportunity to do so. If you don't take <span style="color: #00ccff"><strong>Moonrise Stalker</strong></span>, you're squandering that opportunity, and <strong><span style="color: #0000ff">Ocular Adept</span></strong> is the only one with features and powers good enough to make up for the lack of hard control.</p><p></p><p><strong>Seeker Paragon Paths</strong></p><p> <strong>Crimson Hunter (PHB3) -</strong> Even more accuracy on your RBAs is good, and the U12 is some nice mobility, but there's nothing else this path has to offer.</p><p></p><p><strong><span style="color: #800080">Death Arrow</span> (PHB3) -</strong> The U12, a big on-demand accuracy boost, is great, but the rest of the path is lame. The central mechanic, Rattling Arrows, demands a condition you can't easily arrange (hidden) and doesn't debuff the target you actually hit.</p><p></p><p><strong><span style="color: #00ccff">Moonrise Stalker</span> (D413)</strong> - The F11 is the biggest draw here- when you've teleported something somewhere it doesn't want to be, slowing it so that it can't reposition easily is great. The D20 is embarrassingly mediocre, but the E11 is tons of fun and the U12 is extremely handy. The F16 shouldn't be underestimated either- Seekers have quite a few powers that are only good if the enemy can't teleport. You'll have to be creative to hit targets with those powers and an RBA in the same round, though.</p><p></p><p><span style="color: #0000ff"><strong>Ocular Adept </strong></span><strong>(D394) <span style="color: #0000ff">-</span></strong> This is an oddball path with bizarre flavor, but it's surprisingly solid. It doesn't give you additional high-end control, but it helps you apply your at-will control more, (Fantastic AP feature and D20) it saves you a feat if you use a crossbow, and it makes you more mobile.</p><p></p><p><span style="color: #800080"><strong>Seven Fates Archer </strong></span><strong>(PHB3)<span style="color: #800080"> - </span></strong>The AP feature is good, but I don't see why you would ever use the other 11 feature. The powers are all painfully mediocre. They're not actively terrible, their control is just... weak. Damage on that D20 is pretty stellar, but that doesn't redeem the rest.</p><p></p><p><strong>Swift Strider (PHB3) -</strong> This path offers a good defensive boost when you shift, lots of ways to shift, and a damage reward for being mobile. It doesn't expand your control repetoire at all, though, which keeps it from being good. </p><p></p><p><strong>Racial Paragon Paths</strong></p><p> </p><p>Here, I'll be marking the race that corresponds to the Path along with the source. I'll only be including recommended Paragon Paths here, that is to say, those rated <strong>Black</strong> or higher. If it's not on the list and it's in my sources, it's not a good idea.</p><p></p><p>An additional note: Powers that lack the weapon or implement keywords are meant to include an Expertise bonus in their scaling; some of them do (the ones that are +3/+6/+9) but others (+2/+4/+6) do not. You should ask your DM to let you apply your Expertise feat bonus to such powers.</p><p></p><p><strong><span style="color: #33cccc">Curseborn</span> (Drow, D367) -</strong> Holy balls, you guys. You'll never use the 11F, and the 16F doesn't matter unless you pick up Master of Fire and Darkness, but that doesn't matter. The AP feature lets you reuse Eyedark Strike, the 11E is a Minor Action attack that dazes, the U12 is simple and good, and the D20... is an E20. That's right, you get another encounter power at level 20, and it is ridiculously powerful battlefield control all encounter, every encounter. Before you ask, it's already seen errata once, and they didn't change it to a Daily then.</p><p></p><p><strong> Twilight Guardian (Elf, PHB2) -</strong> The 11F is a waste if you use a crossbow, but the other features are solid, and while the U12 is bad, the powers do offer control. Unfortunately restrained(save ends) is not that much better than what you can do with your own powers.</p><p></p><p><strong> Storvakal(Githzerai, D378) - </strong>The features are decent; though they don't directly help you control, the help you remain able to apply what control you have. The D20 is lame, but that 11E is pretty fantastic battlefield control. Put everybody where you want them to be.</p><p></p><p><strong><span style="color: #00ccff">Adroit Explorer</span> (Human, PHB 2) - </strong>This is a fantastic PP for Seekers, for the same reason it's good for almost everyone else: because even though your powers mostly suck, you have a couple really good ones. The 11E is essentially a second Feyjump Shot, and when you get to epic you can get that AoE daze AND still have Feyjump instead of having to decide between the two. Also, you know, APs, resist all, saving throws, etc.</p><p></p><p><strong><span style="color: #0000ff">Scion of Leng</span> (Minotaur, D389) -</strong> This is a surprisingly solid path, even though it mostly requires that you be close to melee. Get Superior Will to deal with the stun on the 11E, enjoy forcing enemies to attack each other with your AP feature, and have fun with your excellent banish D20.</p><p></p><p><strong><span style="color: #0000ff">Gatekeeper</span> (Sharmind, D387) - </strong>You don't get anything impressive at L11, but the U12 is the real draw here: you draw a line that enemies can't cross, and at L16 you can do it twice per encounter. The D20 is a cool remove-from-play(save ends), too. This power is solid just on the strength of its powers.</p><p> </p><p></p><p>Epic Destinies</p><p></p><p><strong>General Epic Destinies (and the only Seeker Epic Destiny)</strong></p><p> </p><p>I'll only be including Epic Destinies worth having (Black or higher) here, with the exception of the <span style="color: #800080"><strong>only Seeker ED</strong></span>. In general, there are three things you might want from an ED: Ability score bumps, power recovery, and miscellaneous goodies like extra accuracy or survivability.</p><p></p><p><strong><span style="color: #0000ff">Deadly Trickster</span> (PHB) - </strong>This is a solid ED despite the lack of stat bonuses, thanks to the exceptional utility provided by the numerous rerolls and power recovery methods. Epic Trick is just the coolest thing. </p><p></p><p><strong><span style="color: #33cccc">Destined Scion</span> (HotFK) -</strong> This gives you everything you want (except power recovery) in droves. Arguably the best choice you can make here.</p><p></p><p><strong><span style="color: #33cccc">Champion of Prophecy</span> (EPG) -</strong> This is a nice thing. You get your stat bumps, a little extra accuracy here and there, and though there's no "Actually I don't die" feature, you do get to duplicate the Wizard's Arcane Mastery with your capstone ability. Really wish that feature came earlier.</p><p></p><p><strong><span style="color: #33cccc">Chosen</span> (FRPG) -</strong> Demigod, but deity-specific, slightly different flavor, and a variable L26 Utility. Look and see if there's something you like there.</p><p></p><p><strong><span style="color: #33cccc">Demigod</span> (PHB) -</strong> This is enduring standard of great EDs. Stat bumps, tons of extra durability, and power recovery at the capstone.</p><p></p><p><strong><span style="color: #33cccc">Eternal Seeker</span> (PHB) -</strong> This ED merits its own guide. I will say that if you've picked up some kind of implement proficiency, this will turn you into some kind of a monstrous Primal Invoker/Druid. If you haven't, you still get to retrain the feats you spent powerswapping, which is great. Eternal Action is the finest gravy, of course, especially if you pick your capstone from Harper of Legend or Warmaster. Sage of Ages offers a capstone that competes with all that AP synergy, though. Good L22 utilities for you to grab: Bag of the Four Winds, Rune of Hero's Resolve, Wrath of Root and Soil, Invisible Stalker, Oni's Gift, Wall of Inky Night(!!!)... and a ton more. Suit your fancy.</p><p></p><p><strong><span style="color: #0000ff">Indomitable Champion</span> (HotFL) -</strong> Stat bumps are great, as is the considerable durability this imparts, but the lack of other accuracy increases or power recovery makes this less desirable.</p><p></p><p><strong><span style="color: #800080">Master of the Eternal Hunt</span> (PHB3) - </strong>The WIS bonus is good, and literally everything else is bad.</p><p></p><p><strong>Harper of Legend (D367) - </strong>The lack of a stat bump hurts, but the rest of the path is very strong. The extra encounter power can come from a class you've MC'd, which is great, and you get extra APs. The benefits of this path are farely front-loaded, too.</p><p></p><p><strong><span style="color: #0000ff">Heir of Siberys</span> (EPG) -</strong> Demigod stat bumps, but without as much durability, a different form of capstone power recovery, and a potentially great utility, depending on which Mark you have.</p><p></p><p><strong>Primal Avatar (PHB2) -</strong> No stat bump, but the L24 feature lets you kind of pretend like you got some WIS. This offers ittle in the way of durability, but the L21 feature lets you get out of melee really easy.</p><p></p><p><strong><span style="color: #33cccc">Reincarnate Champion</span> (PrP) -</strong> You don't get your WIS bump til 24, but at L21 you get to be Drow if you aren't already, or an Elf, or Half-elf, or all three. This is very very useful.</p><p></p><p><strong><span style="color: #33cccc">Soul of the World</span> (D385) -</strong> Deva only, but you get your WIS bonus at 21, you get to take the best parts of Reincarnate Champion and combine it with a little of the Eternal Seeker's encounter power swap trickery. This is the only convincing reason to play a Deva, but boy is it persuasive.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707621, member: 6793297"] [B][CENTER][SIZE=5]Paragon Paths [/SIZE][/CENTER][/B] Seekers have bad native Paragon Paths. They have exactly two good options, but I'll be including the rest of them anyways, for the sake of completeness, and so that when you take one of them anyways I can say I told you so. If neither of the two good Paths fit your build, look into racial Paths or check out the non-native PPs in the Multi-classing section. Seeker PPs are generally bad because even though a few have a couple decent features, they nearly all lack powers with good control. Because Seeker powers are usually a tier or two behind other controller powers, they need to poach good control powers from outside their own list, and PPs represent an excellent opportunity to do so. If you don't take [COLOR=#00ccff][b]Moonrise Stalker[/b][/COLOR], you're squandering that opportunity, and [b][COLOR=#0000ff]Ocular Adept[/COLOR][/b] is the only one with features and powers good enough to make up for the lack of hard control. [b]Seeker Paragon Paths[/b] [b]Crimson Hunter (PHB3) -[/b] Even more accuracy on your RBAs is good, and the U12 is some nice mobility, but there's nothing else this path has to offer. [b][COLOR=#800080]Death Arrow[/COLOR] (PHB3) -[/b] The U12, a big on-demand accuracy boost, is great, but the rest of the path is lame. The central mechanic, Rattling Arrows, demands a condition you can't easily arrange (hidden) and doesn't debuff the target you actually hit. [b][COLOR=#00ccff]Moonrise Stalker[/COLOR] (D413)[/b] - The F11 is the biggest draw here- when you've teleported something somewhere it doesn't want to be, slowing it so that it can't reposition easily is great. The D20 is embarrassingly mediocre, but the E11 is tons of fun and the U12 is extremely handy. The F16 shouldn't be underestimated either- Seekers have quite a few powers that are only good if the enemy can't teleport. You'll have to be creative to hit targets with those powers and an RBA in the same round, though. [COLOR=#0000ff][b]Ocular Adept [/b][/COLOR][b](D394) [COLOR=#0000ff]-[/COLOR][/b][COLOR=#0000ff][/COLOR] This is an oddball path with bizarre flavor, but it's surprisingly solid. It doesn't give you additional high-end control, but it helps you apply your at-will control more, (Fantastic AP feature and D20) it saves you a feat if you use a crossbow, and it makes you more mobile. [COLOR=#800080][b]Seven Fates Archer [/b][/COLOR][b](PHB3)[COLOR=#800080] - [/COLOR][/b][COLOR=#800080][/COLOR]The AP feature is good, but I don't see why you would ever use the other 11 feature. The powers are all painfully mediocre. They're not actively terrible, their control is just... weak. Damage on that D20 is pretty stellar, but that doesn't redeem the rest. [b]Swift Strider (PHB3) -[/b] This path offers a good defensive boost when you shift, lots of ways to shift, and a damage reward for being mobile. It doesn't expand your control repetoire at all, though, which keeps it from being good. [b]Racial Paragon Paths[/b] Here, I'll be marking the race that corresponds to the Path along with the source. I'll only be including recommended Paragon Paths here, that is to say, those rated [b]Black[/b] or higher. If it's not on the list and it's in my sources, it's not a good idea. An additional note: Powers that lack the weapon or implement keywords are meant to include an Expertise bonus in their scaling; some of them do (the ones that are +3/+6/+9) but others (+2/+4/+6) do not. You should ask your DM to let you apply your Expertise feat bonus to such powers. [b][COLOR=#33cccc]Curseborn[/COLOR] (Drow, D367) -[/b] Holy balls, you guys. You'll never use the 11F, and the 16F doesn't matter unless you pick up Master of Fire and Darkness, but that doesn't matter. The AP feature lets you reuse Eyedark Strike, the 11E is a Minor Action attack that dazes, the U12 is simple and good, and the D20... is an E20. That's right, you get another encounter power at level 20, and it is ridiculously powerful battlefield control all encounter, every encounter. Before you ask, it's already seen errata once, and they didn't change it to a Daily then. [b] Twilight Guardian (Elf, PHB2) -[/b] The 11F is a waste if you use a crossbow, but the other features are solid, and while the U12 is bad, the powers do offer control. Unfortunately restrained(save ends) is not that much better than what you can do with your own powers. [b] Storvakal(Githzerai, D378) - [/b]The features are decent; though they don't directly help you control, the help you remain able to apply what control you have. The D20 is lame, but that 11E is pretty fantastic battlefield control. Put everybody where you want them to be. [b][COLOR=#00ccff]Adroit Explorer[/COLOR] (Human, PHB 2) - [/b]This is a fantastic PP for Seekers, for the same reason it's good for almost everyone else: because even though your powers mostly suck, you have a couple really good ones. The 11E is essentially a second Feyjump Shot, and when you get to epic you can get that AoE daze AND still have Feyjump instead of having to decide between the two. Also, you know, APs, resist all, saving throws, etc.[b][/b] [b][COLOR=#0000ff]Scion of Leng[/COLOR] (Minotaur, D389) -[/b] This is a surprisingly solid path, even though it mostly requires that you be close to melee. Get Superior Will to deal with the stun on the 11E, enjoy forcing enemies to attack each other with your AP feature, and have fun with your excellent banish D20. [b][COLOR=#0000ff]Gatekeeper[/COLOR] (Sharmind, D387) - [/b]You don't get anything impressive at L11, but the U12 is the real draw here: you draw a line that enemies can't cross, and at L16 you can do it twice per encounter. The D20 is a cool remove-from-play(save ends), too. This power is solid just on the strength of its powers. Epic Destinies [b]General Epic Destinies (and the only Seeker Epic Destiny)[/b] I'll only be including Epic Destinies worth having (Black or higher) here, with the exception of the [COLOR=#800080][b]only Seeker ED[/b][/COLOR]. In general, there are three things you might want from an ED: Ability score bumps, power recovery, and miscellaneous goodies like extra accuracy or survivability. [b][COLOR=#0000ff]Deadly Trickster[/COLOR] (PHB) - [/b]This is a solid ED despite the lack of stat bonuses, thanks to the exceptional utility provided by the numerous rerolls and power recovery methods. Epic Trick is just the coolest thing. [b][COLOR=#33cccc]Destined Scion[/COLOR] (HotFK) -[/b] This gives you everything you want (except power recovery) in droves. Arguably the best choice you can make here. [b][COLOR=#33cccc]Champion of Prophecy[/COLOR] (EPG) -[/b] This is a nice thing. You get your stat bumps, a little extra accuracy here and there, and though there's no "Actually I don't die" feature, you do get to duplicate the Wizard's Arcane Mastery with your capstone ability. Really wish that feature came earlier. [b][COLOR=#33cccc]Chosen[/COLOR] (FRPG) -[/b] Demigod, but deity-specific, slightly different flavor, and a variable L26 Utility. Look and see if there's something you like there. [b][COLOR=#33cccc]Demigod[/COLOR] (PHB) -[/b] This is enduring standard of great EDs. Stat bumps, tons of extra durability, and power recovery at the capstone. [b][COLOR=#33cccc]Eternal Seeker[/COLOR] (PHB) -[/b] This ED merits its own guide. I will say that if you've picked up some kind of implement proficiency, this will turn you into some kind of a monstrous Primal Invoker/Druid. If you haven't, you still get to retrain the feats you spent powerswapping, which is great. Eternal Action is the finest gravy, of course, especially if you pick your capstone from Harper of Legend or Warmaster. Sage of Ages offers a capstone that competes with all that AP synergy, though. Good L22 utilities for you to grab: Bag of the Four Winds, Rune of Hero's Resolve, Wrath of Root and Soil, Invisible Stalker, Oni's Gift, Wall of Inky Night(!!!)... and a ton more. Suit your fancy.[b][/b] [b][COLOR=#0000ff]Indomitable Champion[/COLOR] (HotFL) -[/b] Stat bumps are great, as is the considerable durability this imparts, but the lack of other accuracy increases or power recovery makes this less desirable. [b][COLOR=#800080]Master of the Eternal Hunt[/COLOR] (PHB3) - [/b]The WIS bonus is good, and literally everything else is bad. [b]Harper of Legend (D367) - [/b]The lack of a stat bump hurts, but the rest of the path is very strong. The extra encounter power can come from a class you've MC'd, which is great, and you get extra APs. The benefits of this path are farely front-loaded, too. [b][COLOR=#0000ff]Heir of Siberys[/COLOR] (EPG) -[/b] Demigod stat bumps, but without as much durability, a different form of capstone power recovery, and a potentially great utility, depending on which Mark you have. [b]Primal Avatar (PHB2) -[/b] No stat bump, but the L24 feature lets you kind of pretend like you got some WIS. This offers ittle in the way of durability, but the L21 feature lets you get out of melee really easy. [b][COLOR=#33cccc]Reincarnate Champion[/COLOR] (PrP) -[/b] You don't get your WIS bump til 24, but at L21 you get to be Drow if you aren't already, or an Elf, or Half-elf, or all three. This is very very useful. [b][COLOR=#33cccc]Soul of the World[/COLOR] (D385) -[/b] Deva only, but you get your WIS bonus at 21, you get to take the best parts of Reincarnate Champion and combine it with a little of the Eternal Seeker's encounter power swap trickery. This is the only convincing reason to play a Deva, but boy is it persuasive. [/QUOTE]
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