Zezahk
06-24-2020, 03:44 PM
As a bit of context, this comes on the tail end of using Shiradi Wizard for several lives, and more recently becoming attached to Fey Warlock. With the upcoming Feywild Epic Destiny pass, there isn’t a better time to float ideas for making my favorite destiny more accessible.
Purpose
These proposed changes are meant to provide Shiradi with renewed support for casters. In theory, Shiradi procs contribute perfectly well to spells, but in practice the scaling being tied to Ranged Power causes poor scaling. In particular, adding Warlock-specific bonuses allows this destiny to provide a continuation to the fey pact (which i know is greedy of me).
Much of this is copied-pasted from the wiki, changes will be in yellow.
Core
Fey Favor: Passive Bonus: You gain 100 SP and proficiency with longbows and shortbows and +1 ranged damage. You gain Warlock, Druid and Ranger caster levels equal to your Shiradi Champion level if you have any levels in those classes. Each level of Shiradi Champion, including this one, grants +10 Ranged Power.
Each time you Vorpal with ranged and thrown attacks you gain Favor of the Fey. You gain Favor of the Fey 7% of the time you cast offensive spells.
Favor of the Fey: +1 Luck bonus to Ranged Attacks and +1 Diplomacy. This stacks up to 10 times.
EDP Cost: 0 Ranks: Automatic Progression: 0
Fey Visions: Passive Bonus: +1 Ranged Damage, +5 Spell Power, +5 Search. You automatically detect nearby secret doors with a DC of 45 or lower.
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
Favorable Wind: Choose One
Favorable Wind: Passive Bonus: +1 Attack. Your ranged and thrown attacks and offensive spells have a 7% chance to deal 5d10 additional sonic damage. This damage scales with 200% Ranged Power.
Favorable Wind: Passive Bonus: +1 Attack. Your ranged and thrown attacks and offensive spells have a 7% chance to deal 5d10 additional sonic damage. This damage scales with 50% Spell Power.
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
Sixth Sense: Passive Bonus: +1 Ranged Damage, +5 Spell Power, +5 Listen. You bypass 20% Dodge and have Ghost Touch. You gain a +3 bonus to spell penetration.
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
Favorable Wind: Favorable Wind: Passive Bonus: +1 Attack. Favorable Winds upgraded to deal 10d10 sonic damage.
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
Fey Power: Choose One
Fey Power: Passive Bonus: Your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d100 extra force damage. This damage scales with 200% Ranged Power.
Fey Power: Passive Bonus: Your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d100 extra force damage. This damage scales with 50% Spell Power.
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements
Tier One
Stay Frosty: Choose One:
Stay Frosty: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra cold damage and slow movement speed for [5/10] seconds. This Cold damage scales with 200% Ranged Power. Passive Bonus: [+3/+6] Listen and Spot.
Stay Frosty: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra cold damage and slow movement speed for [5/10] seconds. This Cold damage scales with 50% Spell Power. Passive Bonus: [+3/+6] Listen and Spot.
EDP Cost: 1 Ranks: 2 Progression: 0 No requirements
Wild Shots: Choose One
Wild Shots:Active Ability: (Cooldown: 15 seconds) Hurl nine daggers in a wide arc in front you. Each deals 20d20 piercing damage that scales with 200% Ranged Power. Enemies hit by daggers are immune to further hits from Wild Shots for 5 seconds.
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Wild Blasts: Eldritch Blast Shape Stance: toggle on to turn your automatic attack into a fan of magical daggers in a wide arc in front of you. This spell scales with 130% Spell power. Enemies hit by Wild Blasts are immune to further hits from Wild Blasts for 1 second.
EDP Cost: 2 Ranks: 1 Progression: 0 Requires: Eldritch Blast
Healing Spring: Active Ability: (Cooldown: 30 seconds) Nearby allies heal 1d100 positive energy every [60/40/20] seconds for five minutes. Usable once per rest.
Although not specified in the description, "allies" includes yourself, and the buff is affected by healing amplification and positive spell power effects (such as the caster's heal skill). When Healing Spring is cast, a healing buff is calculated and added to all nearby allies, including the caster; there is no need to remain near the caster (as one must to take advantage of a cleric's healing aura), and equipment that improves healing or spell power can be removed after the buff is applied without losing its bonus.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Illusion of Well Being: Passive Bonus: Healing spring additionally grants [10/15/20] temporary hitpoints when it heals for at least one HP.
Grants one additional use of healing spring per rest.
EDP Cost: 1 Ranks: 3 Progression: 0 Requires: Healing spring
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Tier Two
Prism: Shiradi Ranged Stance (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal 2d10 damage to a random ability score.
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements
Pin: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w]. If enemy is not moving, enemy is pinned in place for [9/18] seconds. Enemy is slowed if moving.
EDP Cost: 1 Ranks: 2 Progression: 4 No requirements
Fey Spring: Passive Bonus: Healing spring additionally grants DR[2/4/6]/Cold Iron and stacking [2/4/6] Spell Power to nearby allies. Grants one additional use of healing spring per rest.
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Healing Spring, Fey Form
Fey Form: Passive Bonus: Gain DR[3/5/7]/Cold Iron and +[5/10/15] Spell Power. You gain immunity to magical sleep effects. Rank 3: You gain immunity to magic missiles.
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Tier Three
Rainbow: Choose One:
Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with 200% Ranged Power.
Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with 50% Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 8 Requires: Prism I
Otto's Whistler: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w] damage. If enemy is moving, enemy starts dancing for [9/18] seconds.
EDP Cost: 1 Ranks: 2 Progression: 8 No requirements
Whirling Wrists: Passive Bonus: Increases your attack speed with thrown weapons by [20%/40%/60%] (This is a Feat Bonus). You also gain [2%/4%/6%] Doubleshot and your Eldrich Blast shapes attack [5%/10%/15%] faster.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
Tier Four
Double Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Rainbow I
Stay Good: Choose One:
Stay Good: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20/3d20] extra light damage. This Light damage scales with 200% Ranged Power. Rank 3: Ranged and throwing weapons you equip are considered Good.
Stay Good: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20/3d20] extra light damage. This Light damage scales with 50% Spell Power. Rank 3: Ranged and throwing weapons you equip are considered Good.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
In the Weeds: Passive Bonus: +[1/2/3] Dodge, +[2/4/6] Hide. After standing still for a few seconds you gain +1 Dodge, +3 Hide, +3 PRR, +3 MRR. Ranks 2/3: This can stack [2/3] times.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
Elemental Absorption: Active Ability: (Cooldown: 2 seconds) Target ally receives a primal shield that reduces [5%/10%/15%] damage from fire, cold, electric, acid, and sonic. Two uses per rest. Lasts until rest.
EDP Cost: 1 Ranks: 3 Progression: 12 Requires: Fey Form I
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
Tier Five
Track: Passive Bonus: Ranged attack and thrown weapon attacks reduce enemy AC by -1 and Fortification by 2% for 5 seconds. Spells reduce spell resistance by -1. This effect stacks up to [3/6/10] times.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
The Queen's Pact: Choose One
Pact of the Royal Fae: Toggle to change your attacks into ranged magical blasts of fay energy, dealing 15d4 damage of a random element to a single enemy. This cannot be used while Eldrich Blast is toggled on.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Secondary Pact: Passive: Your ties to the Queen of Summer has altered your original pact. Your Eldrich Blast gain 5d4 damage of a random type.
EDP Cost: 2 Ranks: 1 Progression: 16 Requires: Eldritch Blast
Stand and Deliver: Passive Bonus: While standing still you gain +1 competence bonus to ranged damage and +1% Spell Power every few seconds, stacking up to ten times. Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Nerve Venom: Passive Bonus: Your ranged and thrown attacks and offensive spells have a [3%/5%/7%] chance to paralyze living creatures for 6 seconds.
Note: No saving throw observed.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Tier Six
Prismatic Spray: You may cast the spell Prismatic Spray as a Spell-like ability. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7.
Cooldown: 12 seconds Cost: 24 spell points
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Audience with the Queen: Active Ability: (Cooldown: 2 minutes 34 seconds) Pop off for some tea with your lady, the Queen of Summer, returning a few seconds later. Unusable while incapacitated.
Depending on your Diplomacy with the Queen, you may experience effects either favorable or ill, though the tea is always delicious.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Rain of Arrows: Active Ability: (Cooldown: 5 minutes) Call upon a thousand invisible fairies to rain pointy wooden death around you!
Every second for thirty seconds each enemy around you has 20% to take 10d100 damage. Damage may consist of up to 10 different random damage types. This damage scales with 200% Ranged Power.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Hunt's End: Active Ability: (Cooldown: 24 seconds) Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. This shot ignores incorporeality. 24 second cooldown.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Purpose
These proposed changes are meant to provide Shiradi with renewed support for casters. In theory, Shiradi procs contribute perfectly well to spells, but in practice the scaling being tied to Ranged Power causes poor scaling. In particular, adding Warlock-specific bonuses allows this destiny to provide a continuation to the fey pact (which i know is greedy of me).
Much of this is copied-pasted from the wiki, changes will be in yellow.
Core
Fey Favor: Passive Bonus: You gain 100 SP and proficiency with longbows and shortbows and +1 ranged damage. You gain Warlock, Druid and Ranger caster levels equal to your Shiradi Champion level if you have any levels in those classes. Each level of Shiradi Champion, including this one, grants +10 Ranged Power.
Each time you Vorpal with ranged and thrown attacks you gain Favor of the Fey. You gain Favor of the Fey 7% of the time you cast offensive spells.
Favor of the Fey: +1 Luck bonus to Ranged Attacks and +1 Diplomacy. This stacks up to 10 times.
EDP Cost: 0 Ranks: Automatic Progression: 0
Fey Visions: Passive Bonus: +1 Ranged Damage, +5 Spell Power, +5 Search. You automatically detect nearby secret doors with a DC of 45 or lower.
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
Favorable Wind: Choose One
Favorable Wind: Passive Bonus: +1 Attack. Your ranged and thrown attacks and offensive spells have a 7% chance to deal 5d10 additional sonic damage. This damage scales with 200% Ranged Power.
Favorable Wind: Passive Bonus: +1 Attack. Your ranged and thrown attacks and offensive spells have a 7% chance to deal 5d10 additional sonic damage. This damage scales with 50% Spell Power.
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
Sixth Sense: Passive Bonus: +1 Ranged Damage, +5 Spell Power, +5 Listen. You bypass 20% Dodge and have Ghost Touch. You gain a +3 bonus to spell penetration.
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
Favorable Wind: Favorable Wind: Passive Bonus: +1 Attack. Favorable Winds upgraded to deal 10d10 sonic damage.
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
Fey Power: Choose One
Fey Power: Passive Bonus: Your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d100 extra force damage. This damage scales with 200% Ranged Power.
Fey Power: Passive Bonus: Your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d100 extra force damage. This damage scales with 50% Spell Power.
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements
Tier One
Stay Frosty: Choose One:
Stay Frosty: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra cold damage and slow movement speed for [5/10] seconds. This Cold damage scales with 200% Ranged Power. Passive Bonus: [+3/+6] Listen and Spot.
Stay Frosty: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra cold damage and slow movement speed for [5/10] seconds. This Cold damage scales with 50% Spell Power. Passive Bonus: [+3/+6] Listen and Spot.
EDP Cost: 1 Ranks: 2 Progression: 0 No requirements
Wild Shots: Choose One
Wild Shots:Active Ability: (Cooldown: 15 seconds) Hurl nine daggers in a wide arc in front you. Each deals 20d20 piercing damage that scales with 200% Ranged Power. Enemies hit by daggers are immune to further hits from Wild Shots for 5 seconds.
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Wild Blasts: Eldritch Blast Shape Stance: toggle on to turn your automatic attack into a fan of magical daggers in a wide arc in front of you. This spell scales with 130% Spell power. Enemies hit by Wild Blasts are immune to further hits from Wild Blasts for 1 second.
EDP Cost: 2 Ranks: 1 Progression: 0 Requires: Eldritch Blast
Healing Spring: Active Ability: (Cooldown: 30 seconds) Nearby allies heal 1d100 positive energy every [60/40/20] seconds for five minutes. Usable once per rest.
Although not specified in the description, "allies" includes yourself, and the buff is affected by healing amplification and positive spell power effects (such as the caster's heal skill). When Healing Spring is cast, a healing buff is calculated and added to all nearby allies, including the caster; there is no need to remain near the caster (as one must to take advantage of a cleric's healing aura), and equipment that improves healing or spell power can be removed after the buff is applied without losing its bonus.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Illusion of Well Being: Passive Bonus: Healing spring additionally grants [10/15/20] temporary hitpoints when it heals for at least one HP.
Grants one additional use of healing spring per rest.
EDP Cost: 1 Ranks: 3 Progression: 0 Requires: Healing spring
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Tier Two
Prism: Shiradi Ranged Stance (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal 2d10 damage to a random ability score.
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements
Pin: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w]. If enemy is not moving, enemy is pinned in place for [9/18] seconds. Enemy is slowed if moving.
EDP Cost: 1 Ranks: 2 Progression: 4 No requirements
Fey Spring: Passive Bonus: Healing spring additionally grants DR[2/4/6]/Cold Iron and stacking [2/4/6] Spell Power to nearby allies. Grants one additional use of healing spring per rest.
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Healing Spring, Fey Form
Fey Form: Passive Bonus: Gain DR[3/5/7]/Cold Iron and +[5/10/15] Spell Power. You gain immunity to magical sleep effects. Rank 3: You gain immunity to magic missiles.
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Tier Three
Rainbow: Choose One:
Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with 200% Ranged Power.
Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with 50% Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 8 Requires: Prism I
Otto's Whistler: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w] damage. If enemy is moving, enemy starts dancing for [9/18] seconds.
EDP Cost: 1 Ranks: 2 Progression: 8 No requirements
Whirling Wrists: Passive Bonus: Increases your attack speed with thrown weapons by [20%/40%/60%] (This is a Feat Bonus). You also gain [2%/4%/6%] Doubleshot and your Eldrich Blast shapes attack [5%/10%/15%] faster.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
Tier Four
Double Rainbow: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Rainbow I
Stay Good: Choose One:
Stay Good: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20/3d20] extra light damage. This Light damage scales with 200% Ranged Power. Rank 3: Ranged and throwing weapons you equip are considered Good.
Stay Good: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20/3d20] extra light damage. This Light damage scales with 50% Spell Power. Rank 3: Ranged and throwing weapons you equip are considered Good.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
In the Weeds: Passive Bonus: +[1/2/3] Dodge, +[2/4/6] Hide. After standing still for a few seconds you gain +1 Dodge, +3 Hide, +3 PRR, +3 MRR. Ranks 2/3: This can stack [2/3] times.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
Elemental Absorption: Active Ability: (Cooldown: 2 seconds) Target ally receives a primal shield that reduces [5%/10%/15%] damage from fire, cold, electric, acid, and sonic. Two uses per rest. Lasts until rest.
EDP Cost: 1 Ranks: 3 Progression: 12 Requires: Fey Form I
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
Tier Five
Track: Passive Bonus: Ranged attack and thrown weapon attacks reduce enemy AC by -1 and Fortification by 2% for 5 seconds. Spells reduce spell resistance by -1. This effect stacks up to [3/6/10] times.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
The Queen's Pact: Choose One
Pact of the Royal Fae: Toggle to change your attacks into ranged magical blasts of fay energy, dealing 15d4 damage of a random element to a single enemy. This cannot be used while Eldrich Blast is toggled on.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Secondary Pact: Passive: Your ties to the Queen of Summer has altered your original pact. Your Eldrich Blast gain 5d4 damage of a random type.
EDP Cost: 2 Ranks: 1 Progression: 16 Requires: Eldritch Blast
Stand and Deliver: Passive Bonus: While standing still you gain +1 competence bonus to ranged damage and +1% Spell Power every few seconds, stacking up to ten times. Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Nerve Venom: Passive Bonus: Your ranged and thrown attacks and offensive spells have a [3%/5%/7%] chance to paralyze living creatures for 6 seconds.
Note: No saving throw observed.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Tier Six
Prismatic Spray: You may cast the spell Prismatic Spray as a Spell-like ability. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7.
Cooldown: 12 seconds Cost: 24 spell points
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Audience with the Queen: Active Ability: (Cooldown: 2 minutes 34 seconds) Pop off for some tea with your lady, the Queen of Summer, returning a few seconds later. Unusable while incapacitated.
Depending on your Diplomacy with the Queen, you may experience effects either favorable or ill, though the tea is always delicious.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Rain of Arrows: Active Ability: (Cooldown: 5 minutes) Call upon a thousand invisible fairies to rain pointy wooden death around you!
Every second for thirty seconds each enemy around you has 20% to take 10d100 damage. Damage may consist of up to 10 different random damage types. This damage scales with 200% Ranged Power.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Hunt's End: Active Ability: (Cooldown: 24 seconds) Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. This shot ignores incorporeality. 24 second cooldown.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Ability Score: Choose One
+1 Dexterity
+ Wisdom
+1 Charisma
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements