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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    The Paranormal Seeker


    "Things man was not meant to know, eh? Finding that out is my dayjob" - Lucas Du'Arden, Paranormal Seeker

    The world is full of strange and extraordinary things. The Problem is, most of those things would like to eat you.

    You are fully aware of just how dangerous the world is, and you've had first hand experience against things far beyond human comprehension. You have faced Lovecraftian Abominations, Undead Monsters and Otherworldly Beings and come out ahead. You might not possess any magic of your own, but you've honed your abilities and your pragmatism to a razor sharp edge.

    It's a big world out there, and you've taken it upon yourself to go looking for the weird bits.

    Role: Paranormal Seekers can perform well as front line melee fighters, but they are also suited fighting at range. Paranormal Seekers can also mimic the role of an Arcane or Divine Caster using spell trigger items.

    Alignment: Paranormal Seekers can be of any alignment, although they tend towards Good.

    Hit Die: d10

    Requirements
    To qualify to become a Paranormal Seeker, a character must fulfill all of the following criteria.
    Feats: Track
    Skills: Knowledge (Arcana) 5 Ranks OR Knowledge (Dungeoneering) 5 Ranks OR Knowledge (The Planes) 5 Ranks OR Knowledge (Religion) 5 Ranks, Perception 5 Ranks, Use Magic Device 5 Ranks
    Special: Must have survived an encounter with an Aberration, Magical Beast, Outsider or Undead whose CR exceeded the prospective Paranormal Seeker's HD.

    Class Skills
    The Paranormal Seeker's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Disable Device (Int), Escape Artist (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Use Magic Device (Cha)

    Skill Points: (6 + Int modifier)

    The Paranormal Seeker
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Annul Magic, Unnatural Lore

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Magic Device Affinity

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |-

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Discern Magic

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Deceive Magic Device

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |-

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Unbreakable Will

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Circumvent Defences

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |-

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Discern Truth[/table]

    Class Features
    All of the following are class features of the Paranormal Seeker.

    Weapon and Armor Proficiencies: The Paranormal Seeker is proficient with all Simple and Martial Weapons. They are also proficient with Light and Medium Armor, and with Shields (except Tower Shields)

    Annul Magic (Ex): Something about you makes makes it difficult for Magic to function. This can sometimes be inconvenient, but it is one of the few advantages you have against the creatures you face. At 1st level, a Paranormal Seeker gains Spell Resistance equal to 11 + 2 x his class level. All objects on the Paranormal Seeker's person register as Non-Magical to the effects of Detect spells, or spells with similar capabilities, as the spell Magic Aura. This is a continuous effect, and cannot be dispelled.

    Begining at 5th Level, the Paranormal Seeker begins to interfere with ongoing magical effects. As a Standard Action, a Paranormal Seeker can attempt to dispel a magical effect which he is within the area of, using his character level as his caster level on the dispel check (Max 20).

    Finally, at 10th Level, the Paranormal Seeker's strange anti-magic abilities allow him to negate one of the most fundamental advantages of his enemies. When within 5ft of a 10th level Paranormal Seeker, you must make a Caster Level Check equal to our greater than the Paranormal Seeker's Spell Resistance to cast a spell. If the spell cast affects the Paranormal Seeker and allows Spell Resistance, you must make an additional Caster Level check to overcome it.

    A Paranormal Seeker with the Annul Magic ability permanently loses the ability to cast spells or use spell like abilities.

    Unnatural Lore (Ex): A Paranormal Seeker adds his class level as a bonus to Knowledge checks to identify monsters.

    Magic Device Affinity (Su): You might not be able to use Magic naturally, but the enemies and the creatures you fight most certainly can. You've learnt to use Wands, Scrolls and Staves to make up for your weakness in the Arcane Arts.

    Beginning at 2nd Level, a Paranormal Seeker gains the ability to attune himself with Wands, Scrolls, Staves and other magical items. By spending one hour working with a Wand, Scroll or Staff, he gains a +5 Bonus on Use Magic Device checks to use that particular item. If the Paranormal Seeker rolls a 1 on his Use Magic Device check to activate an item he has attuned himself to, he does not lose the ability to activate that item again for 24 Hours as normal.

    A Paranormal Seeker can use this ability to attune himself to a number of magical items equal to half his class level. A Paranormal Seeker can choose to remove his affinity to any item he is currently attuned to as a standard action.

    Discern Magic (Su): A Paranormal Seeker has trained himself to notice magical auras. Beginning at 4th Level, a Paranormal Seeker is continuously affected by a modified Detect Magic spell. This ability takes no action to use, and functions as if the Paranormal Seeker had spent 3 Rounds studying an object. However, the Paranormal Seeker's Discern Magic ability only picks up on Auras that are Strong or Overwhelming, and cannot be used to determine the properties of Magical Items.

    Deceive Magical Device (Su): When using his Magical Device Affinity ability, a Paranormal Seeker can attempt to deceive the item. The Paranormal Seeker makes any necessary Use Magic Device checks to activate the item while he uses his Magical Device Affinity. If he succeeds, he no longer needs to make Use Magic Device checks to use the effects of that item. Failing any of the necessary Use Magic Device checks causes the Item to lose the benefits of the Paranormal Seeker's Magical Device Affinity (although it still counts against his normal limit).

    A Paranormal Seeker can only attempt to use this ability once a day.

    Unbreakable Will (Ex): Whenever a Paranormal Seeker must make a Will Save against a Spell or Spell-Like Ability from the Enchantment School, he may roll twice and take the better of the two results.

    Circumvent Defences (Ex): For someone who has made it their life's work to battle and defeat strange and unnatural beings, being able to get around the defensive abilities of those beings is a powerful advantage. From 8th level, you can treat your attacks as being made of a different material or of a different alignment for the purposes of overcoming damage reduction. This ability functions three times per day.

    Discern Truth (Su): At 10th Level, the Paranormal Seeker can call upon all his experience and his strange abilities to break through any Illusion. For a total of 15 Rounds a day, a Paranormal Seeker can benefit from the effects of a True Seeing Spell. This ability can be activated and deactivated as a Swift Action.
    Last edited by Golden Ladybug; 2012-04-20 at 10:44 PM.


    Quote Originally Posted by LTwerewolf View Post
    Forgive me for being ignorant, but how would 15/adamantine protect the dragon from hitting the ground at over 4,4 billion newtons?