channingman
2011-09-16, 04:33 AM
The Seeker of Knowledge
Alignment: Any
Level|BAB|Fort|Ref|Will|Special|AC Bonus
1st|+0|+0|+0|+2| Tactical Genius, Trapfinding|+0
2nd|+1|+0|+0|+3| Studied Attack, Intelligent Personality|+0
3rd|+2|+1|+1|+3| Magical Insight|+0
4th|+3|+1|+1|+4| Language Mastery, Uncanny Dodge, Tactical Genius|+0
5th|+3|+1|+1|+4| Knowledge Mastery, Heightened Awareness|+1
6th|+4|+2|+2|+5| Augury, Knowledge Mastery, Language Mastery|+1
7th|+5|+2|+2|+5| Master of the Craft|+1
8th|+6|+2|+2|+6| Improved Uncanny Dodge, Tactical Genius, Language Mastery|+1
9th|+6|+3|+3|+6| |+1
10th|+7|+3|+3|+7|| +2
11th|+8|+3|+3|+7||+2
12th|+9|+4|+4|+8| Legend Lore, Language Mastery, Tactical Genius|+2
13th|+9|+4|+4|+8| |+2
14th|+10|+4|+4|+9| |+2
15th|+11|+5|+5|+9| Moment of Prescience|+3
16th|+12|+5|+5|+10|Tactical Genius|+3
17th|+12|+5|+5|+10||+3
18th|+13|+6|+6|+11| |+3
19th|+14|+6|+6|+11||+3
20th|+15|+6|+6|+12| Foresight|+4
[/table]
Hit Die: d6
Class Skills:
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis) Knowledge (All, taken separately) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int) and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier
Class Features
Weapon and Armor Proficiency
The seeker is proficient with all simple weapons, and with light shields.
AC Bonus (Ex)
When unarmored and unencumbered, the Seeker adds her Intelligence bonus (if any) to her AC. In addition, a seeker gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five seeker levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
This bonus to AC applies even against touch attacks or when the seeker is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Tactical Genius (Ex)
The Seeker is excellent at analyzing his enemy’s weak points and pointing them out to his allies. By making a knowledge check (using the appropriate knowledge skill for the creature’s type), DC 15, the seeker and all allies who can see and hear him gain a +1 circumstance bonus on attack rolls and damage against creatures of that type until the end of the encounter. For every 5 points his check exceeds the DC by, the seeker and all allies gain an additional +1 bonus (+2 at DC 20, +3 at DC 25, etc). The seeker must be trained in the appropriate knowledge skill to use this ability.
At 4th level, the seeker may instead use this ability to grant an insight bonus on saves versus effects created by creatures of the appropriate type.
At 8th level, the seeker may instead use this ability to grant an insight bonus to AC against creatures of the appropriate type.
At 12th level, the seeker may use this ability to grant a bonus to any two of the three: Attack and damage, saves, or AC. Doing so raises the base DC to 20.
At 16th level, the seeker may use this ability to grant a bonus to all attributes (Attack, Damage, Saves, and AC). Doing so raises the Base DC to 25.
Trapfinding
Seekers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Seekers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Seeker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Studied Attack (Ex)
The Seeker is particularly effective against foes he has studied. By spending a standard action studying an opponent, the Seeker gains a +1 insight bonus to hit and damage. This bonus increases by 1 per 3 levels of the Seeker above 2nd (+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, +6 at 17th, and +7 at 20th). The Seeker may only study one opponent at a time, and switching opponents takes another standard action. This bonus stacks with Tactical Genius.
Intelligent Personality (Ex)
At 2nd lvl, The Seeker may add ½ his intelligence modifier (rounded down) to any Charisma-based skill check.
Magical Insight (Su)
Starting at third lvl, the seeker may emulate many lower level arcane and divine abilities. By studying a piece of magical text for 1 hour, and making a DC 20 Knowledge (Arcana) check, the seeker may read the text as with the Read Magic spell (a decipher script check may still be necessary to understand its contents).
By spending 1 hour with a magical item and making a DC 25 Knowledge (Arcana) check, a seeker may gain some insight into its use. If the seeker’s check beats the DC by 5 points or more, the seeker gains full knowledge of the item’s abilities, as through Identify.
Additionally, by spending a full round action, a seeker can discern his allies location and health as the status spell. This ability is limited to a number of allies equal to the seeker's intelligence modifier and cannot be used for allies the seeker does not have line of effect to.
Language Mastery (Ex)
The Seeker is a master of languages. At 4th level, the Seeker may spend time studying a language he doesn’t know, that is being spoken. After 20 minutes of study, the Seeker can understand the language being spoken. After 1 day of study, the Seeker can speak it. This ability lasts only as long as the Seeker is with others who speak the language. If the Seeker goes 1 week without hearing the language, he loses all ability to understand it.
At 6th level, the Seeker may do the same with written language – taking 1 hour of study to understand the language and 1d4 days of study to write the language. However, the Seeker must know another language that uses the same alphabet as the language being studied. Through use of the Decipher Script skill, the Seeker may cut the required time in half by making a DC 25 check.
At 8th level, if a Seeker spends a week or more speaking and reading a language, he may add it to his list of languages known.
Uncanny Dodge (Ex)
At 4th level, a seeker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a seeker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Knowledge Mastery (Ex)
At 5th level, the Seeker gains an inherent bonus to all knowledge skills she is trained in. This bonus is equal to half her Seeker level, rounded down.
Heightened Awareness
Starting at 5th level, a seeker is able to more accurately determine what is real and what is not. The seeker gains a +4 bonus on will saves versus illusion to disbelieve them, and a +4 bonus on sense motive checks made to resist a bluff.
Augury (Sp)
The Seeker’s insight is uncanny, and so he is able to accurately predict which course of action is best. Starting at 6th level, by spending one minute at study and thought, the Seeker may determine the result of a course of action as per the Augury spell with caster level equal to his class level. He may do this only once per day.
Master of the Craft
At 7th level, The seeker who has invested enough effort into a certain skill becomes an expert in its use. Any seeker who has at least 10 ranks in a skill gains a +2 competence bonus to that skill. Also, when making a skill check in a skill the seeker has at least 10 ranks in, the seeker may roll twice, taking the higher result.
Additionally, Seekers with at least 10 ranks in a skill may gain additional benefits depending on the skill:
Bluff: When making a bluff check to deliver a secret message, the seeker adds his class level to the check. Also, the seeker may feint in combat as a free action.
Craft: On a successful craft check, a seeker may multiply their result by 1.5 for purposes of determining progress made.
Disable Device: A seeker who fails his disable device check by 5 or more does not cause it to go off. The seeker is able to study the trap well enough that he can avoid the triggering mechanism.
Forgery: A seeker may add his Tactical Genius bonus to his forgery check.
Heal: Any living creature under the seeker's care regains hit points at twice the normal rate. Additionally, a seeker may use a heal check to stop poison (DC 20), restore ability damage (DC 25) and even remove curses (DC 30).
Search: A seeker may make a search check as a move action. Additionally, when they take 20 on a search check, they do so at twice the normal speed.
Improved Uncanny Dodge (Ex)
At 8th level and higher, a seeker can no longer be flanked. This defense denies a rogue the ability to sneak attack the seeker by flanking him, unless the attacker has at least four more rogue levels than the target has seeker levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Legend Lore (Sp)
Starting at lvl 12, the Seeker is able to learn information about legendary persons and items through lengthy study. This ability mimics the spell Legend Lore at caster level equal to his class level, but the times required are halved, and it has no xp cost. A seeker can use this ability once per week.
Moment of Prescience (Sp)
Starting at 15th lvl, the Seeker may spend a move action to grant himself a Moment of Prescience (as the spell) with a caster level equal to his class level. He may use this ability three times per day.
Foresight (Su)
At lvl 20, the Seeker’s ability to infer the future becomes legendary. He is treated as having the Foresight spell cast on him at all times, with Caster lvl 20. If this effect is dispelled, it returns in 1d4 rounds.
Still working on it, apparently.
Alignment: Any
Level|BAB|Fort|Ref|Will|Special|AC Bonus
1st|+0|+0|+0|+2| Tactical Genius, Trapfinding|+0
2nd|+1|+0|+0|+3| Studied Attack, Intelligent Personality|+0
3rd|+2|+1|+1|+3| Magical Insight|+0
4th|+3|+1|+1|+4| Language Mastery, Uncanny Dodge, Tactical Genius|+0
5th|+3|+1|+1|+4| Knowledge Mastery, Heightened Awareness|+1
6th|+4|+2|+2|+5| Augury, Knowledge Mastery, Language Mastery|+1
7th|+5|+2|+2|+5| Master of the Craft|+1
8th|+6|+2|+2|+6| Improved Uncanny Dodge, Tactical Genius, Language Mastery|+1
9th|+6|+3|+3|+6| |+1
10th|+7|+3|+3|+7|| +2
11th|+8|+3|+3|+7||+2
12th|+9|+4|+4|+8| Legend Lore, Language Mastery, Tactical Genius|+2
13th|+9|+4|+4|+8| |+2
14th|+10|+4|+4|+9| |+2
15th|+11|+5|+5|+9| Moment of Prescience|+3
16th|+12|+5|+5|+10|Tactical Genius|+3
17th|+12|+5|+5|+10||+3
18th|+13|+6|+6|+11| |+3
19th|+14|+6|+6|+11||+3
20th|+15|+6|+6|+12| Foresight|+4
[/table]
Hit Die: d6
Class Skills:
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis) Knowledge (All, taken separately) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int) and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier
Class Features
Weapon and Armor Proficiency
The seeker is proficient with all simple weapons, and with light shields.
AC Bonus (Ex)
When unarmored and unencumbered, the Seeker adds her Intelligence bonus (if any) to her AC. In addition, a seeker gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five seeker levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
This bonus to AC applies even against touch attacks or when the seeker is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Tactical Genius (Ex)
The Seeker is excellent at analyzing his enemy’s weak points and pointing them out to his allies. By making a knowledge check (using the appropriate knowledge skill for the creature’s type), DC 15, the seeker and all allies who can see and hear him gain a +1 circumstance bonus on attack rolls and damage against creatures of that type until the end of the encounter. For every 5 points his check exceeds the DC by, the seeker and all allies gain an additional +1 bonus (+2 at DC 20, +3 at DC 25, etc). The seeker must be trained in the appropriate knowledge skill to use this ability.
At 4th level, the seeker may instead use this ability to grant an insight bonus on saves versus effects created by creatures of the appropriate type.
At 8th level, the seeker may instead use this ability to grant an insight bonus to AC against creatures of the appropriate type.
At 12th level, the seeker may use this ability to grant a bonus to any two of the three: Attack and damage, saves, or AC. Doing so raises the base DC to 20.
At 16th level, the seeker may use this ability to grant a bonus to all attributes (Attack, Damage, Saves, and AC). Doing so raises the Base DC to 25.
Trapfinding
Seekers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Seekers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Seeker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Studied Attack (Ex)
The Seeker is particularly effective against foes he has studied. By spending a standard action studying an opponent, the Seeker gains a +1 insight bonus to hit and damage. This bonus increases by 1 per 3 levels of the Seeker above 2nd (+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, +6 at 17th, and +7 at 20th). The Seeker may only study one opponent at a time, and switching opponents takes another standard action. This bonus stacks with Tactical Genius.
Intelligent Personality (Ex)
At 2nd lvl, The Seeker may add ½ his intelligence modifier (rounded down) to any Charisma-based skill check.
Magical Insight (Su)
Starting at third lvl, the seeker may emulate many lower level arcane and divine abilities. By studying a piece of magical text for 1 hour, and making a DC 20 Knowledge (Arcana) check, the seeker may read the text as with the Read Magic spell (a decipher script check may still be necessary to understand its contents).
By spending 1 hour with a magical item and making a DC 25 Knowledge (Arcana) check, a seeker may gain some insight into its use. If the seeker’s check beats the DC by 5 points or more, the seeker gains full knowledge of the item’s abilities, as through Identify.
Additionally, by spending a full round action, a seeker can discern his allies location and health as the status spell. This ability is limited to a number of allies equal to the seeker's intelligence modifier and cannot be used for allies the seeker does not have line of effect to.
Language Mastery (Ex)
The Seeker is a master of languages. At 4th level, the Seeker may spend time studying a language he doesn’t know, that is being spoken. After 20 minutes of study, the Seeker can understand the language being spoken. After 1 day of study, the Seeker can speak it. This ability lasts only as long as the Seeker is with others who speak the language. If the Seeker goes 1 week without hearing the language, he loses all ability to understand it.
At 6th level, the Seeker may do the same with written language – taking 1 hour of study to understand the language and 1d4 days of study to write the language. However, the Seeker must know another language that uses the same alphabet as the language being studied. Through use of the Decipher Script skill, the Seeker may cut the required time in half by making a DC 25 check.
At 8th level, if a Seeker spends a week or more speaking and reading a language, he may add it to his list of languages known.
Uncanny Dodge (Ex)
At 4th level, a seeker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a seeker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Knowledge Mastery (Ex)
At 5th level, the Seeker gains an inherent bonus to all knowledge skills she is trained in. This bonus is equal to half her Seeker level, rounded down.
Heightened Awareness
Starting at 5th level, a seeker is able to more accurately determine what is real and what is not. The seeker gains a +4 bonus on will saves versus illusion to disbelieve them, and a +4 bonus on sense motive checks made to resist a bluff.
Augury (Sp)
The Seeker’s insight is uncanny, and so he is able to accurately predict which course of action is best. Starting at 6th level, by spending one minute at study and thought, the Seeker may determine the result of a course of action as per the Augury spell with caster level equal to his class level. He may do this only once per day.
Master of the Craft
At 7th level, The seeker who has invested enough effort into a certain skill becomes an expert in its use. Any seeker who has at least 10 ranks in a skill gains a +2 competence bonus to that skill. Also, when making a skill check in a skill the seeker has at least 10 ranks in, the seeker may roll twice, taking the higher result.
Additionally, Seekers with at least 10 ranks in a skill may gain additional benefits depending on the skill:
Bluff: When making a bluff check to deliver a secret message, the seeker adds his class level to the check. Also, the seeker may feint in combat as a free action.
Craft: On a successful craft check, a seeker may multiply their result by 1.5 for purposes of determining progress made.
Disable Device: A seeker who fails his disable device check by 5 or more does not cause it to go off. The seeker is able to study the trap well enough that he can avoid the triggering mechanism.
Forgery: A seeker may add his Tactical Genius bonus to his forgery check.
Heal: Any living creature under the seeker's care regains hit points at twice the normal rate. Additionally, a seeker may use a heal check to stop poison (DC 20), restore ability damage (DC 25) and even remove curses (DC 30).
Search: A seeker may make a search check as a move action. Additionally, when they take 20 on a search check, they do so at twice the normal speed.
Improved Uncanny Dodge (Ex)
At 8th level and higher, a seeker can no longer be flanked. This defense denies a rogue the ability to sneak attack the seeker by flanking him, unless the attacker has at least four more rogue levels than the target has seeker levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Legend Lore (Sp)
Starting at lvl 12, the Seeker is able to learn information about legendary persons and items through lengthy study. This ability mimics the spell Legend Lore at caster level equal to his class level, but the times required are halved, and it has no xp cost. A seeker can use this ability once per week.
Moment of Prescience (Sp)
Starting at 15th lvl, the Seeker may spend a move action to grant himself a Moment of Prescience (as the spell) with a caster level equal to his class level. He may use this ability three times per day.
Foresight (Su)
At lvl 20, the Seeker’s ability to infer the future becomes legendary. He is treated as having the Foresight spell cast on him at all times, with Caster lvl 20. If this effect is dispelled, it returns in 1d4 rounds.
Still working on it, apparently.