Seekers of Old Profession in Imarand: The Twin Worlds | World Anvil
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Seekers of Old

The seekers are trained to recover any item without the owner or guardian ever noticing, but if the need there is no other way, they can use recover items by force. Because they often need to go into hostile area the seekers make use of adventuring groups provide security and survivability, but often keep their true motives and organization hidden. Although both the agents of the guild and organization are called seekers the roles are completely different, they are both called seekers and they maintain the cover to investigate rare magical items without much suspicion.

The Keepers of Old is an organization that have been around of centuries tracking down, destroying and sealing evil artefacts and items that can upset de delicate balance between good and evil.

Other seekers might have setup a wondrous item shop in the great cities of the world, providing a network for the seekers the relay any items, information, and tasks around the world.
Hit Die: d8

Requirements Alignment: Any non-evil alignment
Skills: Spellcraft 6 ranks, Knowledge (local) 4 ranks, 3 ranks, Sense Motive 3 ranks.
Feats: Alertness, Magical Aptitude
Special: Must be recruited by the Merchant at the Keepers of Old Tradehouse in Mag Mell.

Class Skills The Seeker class skills are Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (Arcana), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device.

Skill Ranks at Each Level: 6 + Int modifier.

Seekers of Old


LevelBABFortRefWillSpecialSpells
1st2nd3th
1st+0+0+1+1Arcane Strike, Trapfinding2
2nd+1+1+1+1Glyph Ward, Uncanny Dodge21
3rd+2+1+2+2Fortune’s Luck, Seeker Knowledge321
4th+3+1+2+2Steel Nerves, Skill Focus322
5th+3+2+3+3Craft Wondrous Item432

Seekers of Old [Spells Known]


LevelCantrips1st2nd3rd
1st21--
2nd221-
3rd3211
4th3321
5th4322

Class Features
Weapon and Armor Proficiency: Seekers are proficient with the club, crossbow (hand, or light), dagger (any type), dart, mace, longbow (normal and composite), longsword, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Seekers are proficient with light armor and shields. A seeker can cast seeker spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Spells: A seeker casts arcane spells drawn from a limited spell list presented in the list below. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a seeker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a seeker's spell is 10 + the spell level + the seeker's Charisma modifier.
Cantrips: Create Water, Detect Magic, Ghost Sound, Guidance, Light, Mending, Open/Close, Purify Food and Drink, Read Magic, Stabilize.

1st level Spells: Ant Haul, Bless, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Feather Fall, Grease, Identify, Jump, Keen Senses, Shield.

2nd level Spells: Aid, Align Weapon, Barkskin, Blur, Cure Moderate Wounds, Darkvision, Delay Poison, Detect Thoughts, Invisibility, Levitate, Perceive Cues, Protection from Arrows, Resist Energy, Restoration (Lesser), See Invisibility, Spider Climb.

3rd level Spells: Aqueous Orb, Cure Serious Wounds, Displacement, Fly, Gaseous Form, Haste, Heroism, Nondetection, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Seek Thoughts, Water Breathing, Wall of Fire, Wall of Ice.

Like other spellcasters, a seeker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. The seeker's selection of spells is extremely limited. A seeker begins play knowing two 0-level spells and one 1st-level spells of the seeker's choice. At each new seeker level, he gains one or more new spells, as indicated on table above.

A seeker need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Arcane Blade (Sp): A seeker gains the ability to use Arcane Blade as a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Trapfinding: A Seeker adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Seeker can use Disable Device to disarm magic traps.

Uncanny Dodge (Ex): A Seeker cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A Seeker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a Seeker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Glyph Ward (Su): A Seeker gains a +2 bonus on saving throws against glyphs, runes, and symbols.

Fortune’s Luck (Su): Once per day, a seeker can roll twice on a single saving throw and take the better result.

Seeker Knowledge (Ex): A Seeker adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Steel Nerves (Ex): A Seeker gains a +2 bonus on saving throws against compulsion and fear effects.

Skill Focus: A seeker gains the Skill Focus feat for her any one Seeker class skill.

Craft Wondrous Item: A Seeker gain specialized version of the Craft Wondrous Item feat. This allow the Seeker to craft any wondrous item from the guild library that is not evil. The Seeker’s casting level for these items is character level. All the normal requirements for an item (such as race or spells) remain the same. All other rules for creating wondrous items or potions apply.

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