Seeker of the Beyond
D&D 3e (3.0/3.5) Rules
A group of like-minded wizards formed a small group during the Age of Might. Within the group, they considered the wonders of the Beyond. The black robes were interested in greater power, through the many dangerous denizens of the Abyss. The red robes sought knowledge and meant to assuage their curiosity in the planes where neutrality ruled supreme. The white robes, in their quest for greater goodness, explored the realm known as the Dome of Creation.
Though these wizards were generally strong in the Art, young mages, especially those of the black robes, were tempted by the power that could be obtained from the Beyond. It was through this, which brought their ruin in Krynn, when a black robe inadvertently allowed a powerful demon through a portal into the Seekers' only society house. Normally, the Seekers, especially the elders, would have banished the demon, but most of the powerful ones were off-world in the planes. Not only did the demon manage to burn down the Seekers' house, it also did much damage to the surrounding neighbourhood. This brought down the wrath of not only the Orders, but also Istar. Istar grew more hostile to the Orders of High Sorcery, while they in turn were worried about the effects of uncontrolled magic. In the end, the Seekers of the Beyond disbanded on Krynn but reassembled in the planes, which were ungoverned by the Orders. Occasionally, a few Seekers return to Krynn and find new recruits.
When Krynn went missing, the Seekers were one of many that helped search for Krynn. With Krynn found, the Seekers of the Beyond now explore and attempt to fully understand the full consequences of Krynn's new location.
Hit Die: d4.
Requirements
Race: Any arcane spellcasting race.
Skills: Knowledge (planes) 15 ranks, Knowledge (any single plane) 10 ranks.
Spells: Must be able to prepare 7th-level arcane spells.
Special: Must have visited 3 different planes via portals, spells, or other means.
Class Skills
The Seeker of the Beyond's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Scry (Int), Sense Motive (Wis), Speak Language, and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
| Seeker of the Beyond |
| 1 |
+0 |
+0 |
+0 |
+2 |
Planar adaptation |
+1 arcane caster level |
| 2 |
+1 |
+0 |
+0 |
+3 |
Planar magic |
+1 arcane caster level |
| 3 |
+1 |
+1 |
+1 |
+3 |
Planar adaptation |
+1 arcane caster level |
| 4 |
+2 |
+1 |
+1 |
+4 |
Planar magic |
+1 arcane caster level |
| 5 |
+2 |
+1 |
+1 |
+4 |
Planar adaptation |
+1 arcane caster level |
| 6 |
+3 |
+2 |
+2 |
+5 |
Planar magic |
+1 arcane caster level |
| 7 |
+3 |
+2 |
+2 |
+5 |
Planar evolution |
+1 arcane caster level |
Class Features
Weapon and Armour Proficiency: A Seeker of the Beyond does not gain additional weapon or armour proficiencies.
Spells per Day: A Seeker of the Beyond continues to train in arcane magic. Thus, when a new level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on).
Planar Adaptation (Su): The Seeker of the Beyond may select a plane he has visited and stayed in for at least 24 consecutive hours. Whenever he is in this plane, he and his equipment are immune to the general effects of the planar environment. He may also, as a standard action, use his Planar Adaptation abilities when not on the chosen plane. This supernatural effect lasts for a number of rounds equal to 1 + his Cha bonus (if any) + the Seeker of the Beyond's class levels. The Seeker of the Beyond may call upon this ability once per day per two Seeker of the Beyond class levels. Only one form of Planar Adaptation may be used at any one time.
| Planar Adaptation |
| Air |
Shapechange into an air elemental, gaining its abilities. |
| Earth |
Shapechange into an earth elemental, gaining its abilities. |
| Fire |
Shapechange into a fire elemental, gaining its abilities. |
| Water |
Shapechange into a water elemental, gaining its abilities. |
| Positive |
Cannot be blinded by light; cannot be harmed by positive energy (such as turning); gains Fast Healing (1 + Cha modifier). |
| Negative |
Immune to negative energy (such as rebuking or the various inflict wounds spells), negative levels, and level loss. |
| Astral |
The Seeker can use his Intelligence modifier in place of his Strength modifier, his Wisdom modifier in place of his Dexterity modifier, and his Charisma modifier in place of his Constitution modifier. |
| Ethereal |
Can affect ethereal and incorporeal creatures as if possessing the ghost touch ability. The Seeker can also become ethereal or incorporeal at will, as long as this ability is in effect. |
| Shadow |
Acquires darkvision to 60 feet. The Seeker can choose to use shadow conjuration (or shadow evocation) once every 2 rounds; or he can use greater shadow conjuration (or greater shadow evocation) once every 3 rounds. |
| Dome of Creation |
Acquires the celestial template (only available to nonevil Seekers) |
| Abyss |
Acquires the fiendish template (only available to nongood Seekers) |
| Hidden Vale |
Acquires the anarchic template (available to nonlawful Seekers) or the axiomatic template (available to nonchaotic Seekers) |
Planar Magic (Su): The Seeker of the Beyond may select a plane he has visited for at least 24 consecutive hours. He creates a magical link to that plane, allowing him to imbue an area with the magical essence of the chosen plane. He can affect a 5 ft. radius per Seeker of the Beyond class level, centered on the Seeker.
In general, some forms of magic are enhanced while others are diminished. The Seeker of the Beyond may choose targets within the area to be affected positively (their magic is enhanced), negatively (their magic is diminished), or both (different magics are enhanced or diminished). Targets may resist this ability with a successful Will save (DC 15 + Cha modifier + 1/2 of the Seeker of the Beyond's class levels). Targets that succeed must make a new saving throw every other round (unless the Ethereal plane option is used).
This supernatural effect lasts for a number of rounds equal to 1 + his Cha bonus (if any) + the Seeker of the Beyond's class levels unless the Seeker chooses to dismiss the effect. If any creatures enter the affected area while this ability is in effect, they are affected by the diminished effect if they fail their Will save, though the Seeker may change this (as a free action).
The Seeker of the Beyond may call upon this ability once per day per two Seeker of the Beyond class levels. Only one form of planar magic may be active at any time, and planar magic cannot be used on an opposing plane (e.g. the Air abilities cannot be used on the Plane of Earth).
| Planar Magic |
| Air |
Enhanced: Air-type magic is automatically Enlarged and Empowered. Diminished: Attempts at casting earth-type magic require a Concentration check (DC 10 + spell level) to succeed. Active earth-type magic must make a Will save (DC 15 + Cha modifier + 1/2 Seeker's class levels) or be suppressed while this ability is in effect. |
| Earth |
Enhanced: Earth-type magic is automatically Empowered and Extended. Diminished: Attempts at casting air-type magic require a Concentration check, and active air-type magic must make a Will save or be suppressed while this ability is in effect. All DCs are identical to those listed in the plane of Air. |
| Fire |
Enhanced: Fire-type magic is automatically Maximized. Diminished: Attempts at casting water-type magic require a Concentration check, and active water-type magic must make a Will save or be suppressed while this ability is in effect. All DCs are identical to those listed in the plane of Air. |
| Water |
Enhanced: Water-type magic is automatically Enlarged and Extended. Diminished: Attempts at casting fire-type magic require a Concentration check, and active fire-type magic must make a Will save or be suppressed while this ability is in effect. All DCs are identical to those listed in the plane of Air. |
| Positive |
Enhanced: Spells utilizing positive energy are automatically Heightened by one spell level, and Empowered. Abilities using positive energy (e.g. turning undead) gain a +5 bonus. Also, those within the area gain a +5 bonus to save against negative-energy effects (such as energy drain). Diminished: Attempts at casting negative energy spells require a Concentration check (as with the plane of Air), and active negative-energy spells must make a Will save (as with the plane of Air) or be suppressed while this ability is in effect. |
| Negative |
Enhanced: Spells utilizing negative energy are automatically Heightened by one spell level, and Empowered. Abilities using negative energy (e.g. rebuking undead) gain a +5 bonus or a +5 to applicable save DCs. Diminished: Attempts at casting positive energy spells require a Concentration check (as with the plane of Air), and active positive-energy spells must make a Will save (as with the plane of Air) or be suppressed while this ability is in effect. |
| Astral |
Enhanced:All spells are automatically Quickened. Diminished: All spells require 1 full round to cast except for Quickened spells, which can be cast as a standard action. |
| Ethereal |
Enhanced: Spells affect ethereal and incorporeal creatures normally (no 50% miss chance), and ignore armor and shields unless the appropriate item(s) are composed of force or have the ghost touch ability. Diminished: As a standard action, the Seeker of the Beyond may force targets into the Ethereal or Material planes (Seeker's choice) if the targets fail their Will saves (DC 10 + Seeker class level). The Seeker may choose to return targets to the originating plane, but unwilling targets get another Will save to resist. When this ability expires, targets are automatically returned to where they were before this ability moved them. |
| Shadow |
Enhanced: Shadow-type spells are automatically Extended and Maximized. Diminished: Attempts at casting shadow-type spells require a Concentration check (as with the plane of Air), and active shadow-type spells must make a Will save (as with the plane of Air) or be suppressed while this ability is in effect. |
| Dome of Creation |
Enhanced: Good-aligned spellcasters cast spells at +1 caster level, and good-type spells are cast at +2 caster level (these bonuses stack). The area is under the effects of a consecrate spell that cannot be suppressed. Diminished: Evil-aligned spellcasters cast spells at -1 to caster level, and evil-type spells are cast at -2 to caster level (these penalties stack, minimum caster level 1st). |
| Abyss |
Enhanced: As with Dome of Creation, but evil-aligned spellcasters gain the bonus. Diminished: As with Dome of Creation, but good-aligned spellcasters suffer the penalty. |
| Hidden Vale |
Enhanced: Lawful neutral and chaotic neutral spellcasters cast spells at +1 caster level, and true neutral spellcasters cast spells at +2 caster level. Diminished: Neutral good and neutral evil spellcasters cast spells at -1 caster level (minimum caster level 1st). Lawful good, chaotic good, lawful evil, and chaotic evil spellcasters cast spells at -2 to caster level (minimum caster level 1st). |
Planar Evolution: The Seeker of the Beyond is so attuned to the planes that he becomes an outsider. He is immune to spells that specifically target humanoids (such as charm person). Once per day, the Seeker can attune his outsider form to a chosen plane lasting for 24 hours. When on the attuned plane, he cannot be banished or be affected by such magic, and gains fast healing 10, damage reduction 20/+1, and resistance 10 to acid, cold, electricity, and fire. In addition, he gains a +4 bonus to Bluff, Diplomacy, Sense Motive, and Spot checks when dealing with natives of any plane that he has selected for his Planar Adaptation ability.
Author's Note: You may find the Manual of the Planes helpful when considering the abilities of this class.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.
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