Ziegander
2011-09-15, 01:56 AM
The Seeker
http://archive.wizards.com/mtg/images/daily/stf/stf31_dragonSoulSplash.jpg
Alignment: Any
Hit Die: 1d8
Level
BAB
Fort
Ref
Will
Special
1st
+0
+1
+1
+1
Chasing Perfection (14), Skill Mastery, Weapon Aptitude
2nd
+1
+1
+1
+1
Fighting Spirit
3rd
+2
+2
+2
+2
Spell Savant (1st)
4th
+3
+2
+2
+2
Array of Tricks
5th
+3
+3
+3
+3
Chasing Perfection (16)
6th
+4
+3
+3
+3
Fighting Spirit
7th
+5
+3
+3
+3
Spell Savant (2nd)
8th
+6/+1
+4
+4
+4
Array of Tricks
9th
+6/+1
+4
+4
+4
Chasing Perfection (18)
10th
+7/+2
+5
+5
+5
Fighting Spirit
11th
+8/+3
+5
+5
+5
Spell Savant (3rd)
12th
+9/+4
+6
+6
+6
Array of Tricks
13th
+9/+4
+6
+6
+6
Chasing Perfection (20)
14th
+10/+5
+6
+6
+6
Fighting Spirit
15th
+11/+6/+1
+7
+7
+7
Spell Savant (4th)
16th
+12/+7/+2
+7
+7
+7
Array of Tricks
17th
+12/+7/+2
+8
+8
+8
Chasing Perfection (22)
18th
+13/+8/+3
+8
+8
+8
Fighting Spirit
19th
+14/+9/+4
+8
+8
+8
Spell Savant (5th)
20th
+15/+10/+5
+9
+9
+9
Array of Tricks, Perfect Self
Class Skills (6 + Int modifier): All skills.
Weapons & Armor Proficiency
A Seeker is proficient with all simple and martial weapons, with light and medium armors, and with shields (but not Tower Shields).
Chasing Perfection (Ex): A Seeker's goal is perfection of style, philosophy, and form, and the most noticeable representation of this goal, the harmony of her mind, body, and spirit, is the result of rigorous training and discipline. At 1st level, any of the Seeker's ability scores that are below 14 are increased to 14. As she gains levels her ability scores continue to increase at a rate far superior to her colleagues, such that every four levels after 1st her lowest ability scores increase to a higher value (as given in the table above). This increase applies to the Seeker's innate ability scores, unmodified by magic (for example, if a 13th level Seeker wears an Amulet of Health +4, but without it her Constitution is 18, her Constitution increases to 20, or 24 with the Amulet).
Skill Mastery (Ex): A Seeker may take 10 even when threatened or distracted with any skill in which she has 1 or more ranks a number of times per day equal to her ability modifier in the ability score associated with that skill. She may use this ability a maximum number of times each day equal to twice her Seeker levels.
Weapon Aptitude (Ex): With 1 hour of practice with a new weapon a Seeker may change the designated weapon for any feat she possesses that applies to a specific weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. She must have the newly designated weapon in hand during her practice and she must be proficient with it to make this change.
A Seeker can adjust any number of feats with a single practice in this way, but she doesn't have to adjust them all in the same way. She cannot change the designated weapons in such a way that she no longer meets the prerequisites for another feat she possesses. Feats adjusted in this way remain so designated for as long as she likes. She may re-adjust to a previously designated weapon as a swift action within 1 day per Seeker level of adjusting from that weapon, otherwise she must spend another hour in practice to adjust her feats.
For example, Artemis, human Seeker 6, possesses the Exotic Weapon Proficiency (Gnome Quickrazor), Two-Weapon Fighting, Power Attack, Combat Casting, Spellrazor, Empower Spell-like Ability, Exotic Weapon Proficiency (Talenta Boomerang), and Boomerang Daze feats. She finds an enchanted Greatsword that she fancies, and spends an hour practicing with it, designating her feats such that she may make an attack with a melee touch spell and the Greatsword as a full-round action, and also so that when she hits with the Greatsword she might daze foes.
Fighting Spirit:
At 2nd level and every four levels thereafter a Seeker gains a bonus feat drawn from the Fighter's list of bonus feats. She must meet the prerequisites of any feat gained this way and her Seeker levels are treated as Fighter levels for just this purpose.
When you retrain your weapon specific feats with Weapon Aptitude, you may also retrain any or all of your Fighting Spirit feats. This follows the usual rules for retraining, but takes only one hour.
Spell Savant (Sp): Beginning at 3rd level a Seeker's magical talents show their promise. As long as the Seeker gets 8 hours of full rest, at the start of each day she chooses a number of spells equal to half her Seeker level (rounded up) from any level available to her and from any class spell list. That day she has an equal number of slots available to mimic the use of those spells as spell-like abilities.
The saving throw for any spell-like ability used in this way is 10 + 1/2 Seeker level + the Seeker's highest ability modifier. She may choose new spells to mimic each day, but she does not retain those chosen from days past.
At 3rd level she may mimic 1st level spells, and every four levels thereafter a higher spell level becomes available to her. To mimic a spell in this way, she expends an available slot. She may use any spell-like ability at any time provided she has available slots left. All of her slots are recovered any time the Seeker takes a short rest (5 minutes or longer), but she may recover a single slot at a time by spending a full-round action.
Array of Tricks:
At 4th level and every four levels thereafter a Seeker gains a bonus feat which must not be drawn from the Fighter's list of bonus feats. These feats can be any feat other than a Fighter bonus feat so long as the Seeker meets the prerequisites.
When you retrain your weapon specific feats with Weapon Aptitude, you may also retrain any or all of your Array of Tricks feats. This follows the usual rules for retraining, but takes only one hour.
Perfect Self (Ex): A 20th level Seeker no longer accrues any penalties due to her age, loses any such penalties she has already accrued, and in fact gains a +4 perfection bonus to all ability scores. Additionally, she gains Damage Reduction 10/--, Resistance to all types of Energy 10, and Regeneration 10. Her regeneration is overcome only by vile damage, or cursed weapons. Finally, she is immune to ability damage and drain, confusion, disease, negative levels, poison, and insanity.
http://archive.wizards.com/mtg/images/daily/stf/stf31_dragonSoulSplash.jpg
Alignment: Any
Hit Die: 1d8
Level
BAB
Fort
Ref
Will
Special
1st
+0
+1
+1
+1
Chasing Perfection (14), Skill Mastery, Weapon Aptitude
2nd
+1
+1
+1
+1
Fighting Spirit
3rd
+2
+2
+2
+2
Spell Savant (1st)
4th
+3
+2
+2
+2
Array of Tricks
5th
+3
+3
+3
+3
Chasing Perfection (16)
6th
+4
+3
+3
+3
Fighting Spirit
7th
+5
+3
+3
+3
Spell Savant (2nd)
8th
+6/+1
+4
+4
+4
Array of Tricks
9th
+6/+1
+4
+4
+4
Chasing Perfection (18)
10th
+7/+2
+5
+5
+5
Fighting Spirit
11th
+8/+3
+5
+5
+5
Spell Savant (3rd)
12th
+9/+4
+6
+6
+6
Array of Tricks
13th
+9/+4
+6
+6
+6
Chasing Perfection (20)
14th
+10/+5
+6
+6
+6
Fighting Spirit
15th
+11/+6/+1
+7
+7
+7
Spell Savant (4th)
16th
+12/+7/+2
+7
+7
+7
Array of Tricks
17th
+12/+7/+2
+8
+8
+8
Chasing Perfection (22)
18th
+13/+8/+3
+8
+8
+8
Fighting Spirit
19th
+14/+9/+4
+8
+8
+8
Spell Savant (5th)
20th
+15/+10/+5
+9
+9
+9
Array of Tricks, Perfect Self
Class Skills (6 + Int modifier): All skills.
Weapons & Armor Proficiency
A Seeker is proficient with all simple and martial weapons, with light and medium armors, and with shields (but not Tower Shields).
Chasing Perfection (Ex): A Seeker's goal is perfection of style, philosophy, and form, and the most noticeable representation of this goal, the harmony of her mind, body, and spirit, is the result of rigorous training and discipline. At 1st level, any of the Seeker's ability scores that are below 14 are increased to 14. As she gains levels her ability scores continue to increase at a rate far superior to her colleagues, such that every four levels after 1st her lowest ability scores increase to a higher value (as given in the table above). This increase applies to the Seeker's innate ability scores, unmodified by magic (for example, if a 13th level Seeker wears an Amulet of Health +4, but without it her Constitution is 18, her Constitution increases to 20, or 24 with the Amulet).
Skill Mastery (Ex): A Seeker may take 10 even when threatened or distracted with any skill in which she has 1 or more ranks a number of times per day equal to her ability modifier in the ability score associated with that skill. She may use this ability a maximum number of times each day equal to twice her Seeker levels.
Weapon Aptitude (Ex): With 1 hour of practice with a new weapon a Seeker may change the designated weapon for any feat she possesses that applies to a specific weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. She must have the newly designated weapon in hand during her practice and she must be proficient with it to make this change.
A Seeker can adjust any number of feats with a single practice in this way, but she doesn't have to adjust them all in the same way. She cannot change the designated weapons in such a way that she no longer meets the prerequisites for another feat she possesses. Feats adjusted in this way remain so designated for as long as she likes. She may re-adjust to a previously designated weapon as a swift action within 1 day per Seeker level of adjusting from that weapon, otherwise she must spend another hour in practice to adjust her feats.
For example, Artemis, human Seeker 6, possesses the Exotic Weapon Proficiency (Gnome Quickrazor), Two-Weapon Fighting, Power Attack, Combat Casting, Spellrazor, Empower Spell-like Ability, Exotic Weapon Proficiency (Talenta Boomerang), and Boomerang Daze feats. She finds an enchanted Greatsword that she fancies, and spends an hour practicing with it, designating her feats such that she may make an attack with a melee touch spell and the Greatsword as a full-round action, and also so that when she hits with the Greatsword she might daze foes.
Fighting Spirit:
At 2nd level and every four levels thereafter a Seeker gains a bonus feat drawn from the Fighter's list of bonus feats. She must meet the prerequisites of any feat gained this way and her Seeker levels are treated as Fighter levels for just this purpose.
When you retrain your weapon specific feats with Weapon Aptitude, you may also retrain any or all of your Fighting Spirit feats. This follows the usual rules for retraining, but takes only one hour.
Spell Savant (Sp): Beginning at 3rd level a Seeker's magical talents show their promise. As long as the Seeker gets 8 hours of full rest, at the start of each day she chooses a number of spells equal to half her Seeker level (rounded up) from any level available to her and from any class spell list. That day she has an equal number of slots available to mimic the use of those spells as spell-like abilities.
The saving throw for any spell-like ability used in this way is 10 + 1/2 Seeker level + the Seeker's highest ability modifier. She may choose new spells to mimic each day, but she does not retain those chosen from days past.
At 3rd level she may mimic 1st level spells, and every four levels thereafter a higher spell level becomes available to her. To mimic a spell in this way, she expends an available slot. She may use any spell-like ability at any time provided she has available slots left. All of her slots are recovered any time the Seeker takes a short rest (5 minutes or longer), but she may recover a single slot at a time by spending a full-round action.
Array of Tricks:
At 4th level and every four levels thereafter a Seeker gains a bonus feat which must not be drawn from the Fighter's list of bonus feats. These feats can be any feat other than a Fighter bonus feat so long as the Seeker meets the prerequisites.
When you retrain your weapon specific feats with Weapon Aptitude, you may also retrain any or all of your Array of Tricks feats. This follows the usual rules for retraining, but takes only one hour.
Perfect Self (Ex): A 20th level Seeker no longer accrues any penalties due to her age, loses any such penalties she has already accrued, and in fact gains a +4 perfection bonus to all ability scores. Additionally, she gains Damage Reduction 10/--, Resistance to all types of Energy 10, and Regeneration 10. Her regeneration is overcome only by vile damage, or cursed weapons. Finally, she is immune to ability damage and drain, confusion, disease, negative levels, poison, and insanity.