All across the world, you can find institutes called ‘Gardens’. In these ‘Gardens’ are the best training facilities in the world. Its students learn basic fighting and magic wielding as well as many other useful skills. They are by no means the best at anything, but very much good at everything. Some of the most elite enforcers come from ‘Gardens’. Who are they? This is the answer I received: “Simple; effective, efficient, and deadly warriors.” That's what they are: SEED.
- Adventures: Once a SEED makes rank, he may be called all over the world to various tasks. Some tasks may be short term. The ones that are long term often result in adventuring SEEDs, though they are few. They see the joys and excitement in adventuring, and often try to get mandated to wander and find those in need. Adventuring SEED could be called a good-will law-enforcement.
- Characteristics: SEED are not the best at anything, as before mentioned. They have more magic than a Fighter, but less than a Sorcerer or Wizard. Conversely, they can fight better than a Sorcerer or Wizard, but not as well as a Fighter. In short, they are flat lined average, but good at it.
- Alignment: You'll never see a Chaotic or an Evil SEED. Their training is too strict to allow Chaos to creep in. The SEED’s code of conduct will not tolerate Evil acts. If a SEED becomes Chaotic and/or Evil, he is stripped of the SEED title, and can never be a SEED again.
- Religion: SEEDs are free to worship any non-Chaotic/non-Evil deity they wish. Many will worship Heironeous, the god of valor.
- Background: The first ‘Garden’ was established at a time when normal law enforcement was not respected and a higher authority was needed to help keep the peace. Today, the SEEDs are a sort of ‘global police force’, intervening whenever needed.
- Races: Most SEEDs are Humans, Elves, or Half-Elves. Sometimes a ‘Garden’ will receive a Dwarf, Gnome, or Halfling to train. Very rarely will a Half-Orc join the SEED ranks. When one does manage to become a SEED, he is a very welcome addition.
An even rarer occasion is when any savage race is represented at ‘Garden’. These ‘blue-mooners’ are usually those outcast because of their ‘unnatural’ belief in law and goodness. They also become some of the most dedicated members of SEED.
- Other Classes: SEEDs get along well with almost every class. They admire the talents of Bards, Sorcerers, and Wizards, and are awed by the fighting prowess of Monks, Barbarians, and Fighters. They get along best with Paladins for they share a true devotion to the spread of good. Clerics are always welcome, by anyone. Druids and Rangers share similar ideals about nature with SEED, but don't have much else in common. SEED and Rogues never see eye to eye, even the rare Lawful Good Rogue. A common SEED phrase is, “The only thing Rogues are good for, are keeping us in business.”
Game Rule Information
- Abilities: SEED are so versatile, it really depends on the player what’s most important. Decide on which SEED package you want, then go from there. All packages have the ability to cast spells. Charisma determines the strength of SEED spells, so a high Charisma score is very important. Also, Dexterity is important because SEEDs use lighter armor, and Strength to give the SEED a higher attack bonus.
- Alignment: Lawful Good, Neutral Good, Lawful Neutral, True Neutral.
- Hit Die: d8.
Class Skills
The SEED’s class skills (and the key ability for each) are: Climb (str), Concentration (con), Craft (int), Decipher Script (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Innuendo (wis), Knowledge/all (int), Profession (wis), Read Lips (int), Sense Motive (wis), Speak Language (N/A).
-These are specific to a package. All other packages may gain the skill as a cross-class skill with a -2 unfamiliarity penalty: Animal Empathy/‘b’ (cha), Balance/‘f’ (dex), Escape Artist/‘d’ (dex), Intimidate/‘a’ (cha), Perform/‘e’ (cha), Use Magic Device/‘c’ (cha).
Skill Points at first level: (3 + int modifier) * 4.
Skill Points each additional level: 3 + int modifier.
Class Features
- Weapon and Armor Proficiency: There are 6 distinct groups of SEED, each with its own proficiencies:
a) The Blade Masters: Dagger, Punching Dagger, Short Sword, Kama, Longsword, Rapier, Scimitar, Falchion, Greatsword, Sickle, Bastard Sword, 2-Bladed Sword, choice of 1 ranged/ non-exotic weapon.
b) The Artillery: Light Crossbow, Dart, Sling, Heavy Crossbow, Javelin, Throwing Axe, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Hand Crossbow, Shuriken, Whip, Repeating Crossbow, Net, choice of 1 melee/ non-exotic weapon.
c) The Swingers: Light Flail, Heavy Flail, Scythe, Nunchaku, Gnome Hooked Hammer, Quarterstaff, Ore Double Axe, Spiked Chain, Dire Flail, 2-Bladed Sword, Dwarven Urgrosh, Whip, choice of 1 ranged/ non-exotic weapon.
d) The Brawlers: Siangam, Punching Dagger, Sap, Sling, Dart, Shuriken, Nunchaku, Kukri.
e) The Bashers: Light Mace, Club, Heavy Mace, Morningstar, Throwing Axe, Light Hammer, Handaxe, Light Pick, Battleaxe, Heavy Pick, Warhammer, Greataxe, Greatclub, Dwarven Waraxe, Gnome Hooked Hammer, Ore Double Axe, Dwarven Urgrosh.
f) The Pole-Sharks: Halfspear, Quarterstaff, Shortspear, Javelin, Light Lance, Heavy Lance, Trident, Glaive, Guisarme, Halberd, Longspear, Ranseur.
- All are proficient with Padded Leather, Leather, Studded Leather, and Hide Armor, Bucklers, and Small Shields.
- No additional proficiencies can be gained until specified levels.
- Group Abilities: Each distinct group has its own abilities as well, Due to their differences in training.
a) This package allows for Bonus Feats like a Fighter, though not as many. You gain a Bonus Feat at 1st, 4th, 8th, 12th, 16th, and 20th level. They must come from the following list, and all prerequisites met: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical, Power Attack, Quick Draw, Sunder, Weapon Finesse (a Sword), Weapon Focus (a Sword), Whirlwind Attack.
b) This package allows for Bonus Feats like a Fighter, though not as many. You gain a Bonus Feat at 1st, 4th, 8th, 12th, 16th, and 20th level. They must come from the following list, and all prerequisites met: Deflect Arrows, Dodge, Far Shot Improved Critical, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Shot On The Run, Weapon Finesse (any), Weapon Focus (a Bow).
c) This package grants Ambidexterity at 1st level for free. At 3rd level, 2-Weapon Fighting. At 6th level, Expertise. At 9th level, Improved Disarm. At 12th level, Improved Trip. At 15th level, Improved 2-Weapon Fighting. If any of these have already been selected before their level, choose a replacement feat of any you qualify for.
d) This package grants the Unarmed Strike capabilities of the Monk. It also grants Lightning Reflexes, Great Fortitude, Iron Will, Endurance, Deflect Arrows, and Toughness, your choice, at 3rd, 6th, 9th, 12th, 15th, and 18th level. If all of them have been chosen already, use Toughness as your choice, because it stacks.
e) This package grants Rage as the Barbarian. After 4th level, you may take the Weapon Specialization feat as a Fighter. Also, you gain Damage Reduction as a Barbarian.
f) This package grants Favored Enemies as a Ranger at 1st, 4th, 8th, 12th, 16th, and 20th level. Also, you gain Spring Attack at 6th level and Whirlwind Attack at 10th level, regardless of the prerequisites.
- General Abilities: All SEED groups have the following abilities:
- All SEEDs gain an additional language, added to that of their race and intelligence bonus. This represents where the SEED will spend most of his time, and must be from the following list: Aquan, Aauran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
- All SEEDs gain 3 additional proficiencies of their choice at 4th, 7th, 10th, 13th, 16th, and 19th level. Exotic weapons and heavy armor may not be selected until 10th level.
- Each SEED, at 8th level, is given a ‘special’ weapon used only by SEED. Each type has its own weapon: a) Gunblade, b) Pinwheel, c) Lashknife, d) Bronze Claws, e) Axe-Hammer, f) Tri-Flail Spear.
- All SEEDs can cast spells. They all use the same list, though some spells are only available to a certain type of SEED.
- Spell Specifics: A SEED gains spells much like a Bard or a Sorcerer. They only know a certain number of spells and can cast them a certain number of times per day. These numbers are given on the chart.
- Other Aspects of SEED Spells: SEEDs may trade unwanted spells at level up for a different spell of the same level (for 100 GP fee). This can be done at 4th level, and every three levels thereafter. Charisma determines the strength of SEED spells as well as save DCs. All SEED spells are cast as divine spells, whether they are divine or arcane.
The SEED - Chart
Level BAB Fort Ref Will Special Note
1 +1 +2 +0 +0 These are for groups ‘a’ and ‘e’.
2 +1 +3 +0 +0 Groups ‘c’ and ‘f’ switch Fort and
3 +2 +3 +1 +1 Ref while groups b’b and ‘d’ will
4 +2 +4 +1 +1 switch Fort and Will. All 6 groups
5 +3 +4 +1 +1 go by the same Base Attack Bonus
6 +3/+1 +5 +2 +2 chart.
7 +4/+2 +5 +2 +2
8 +4/+2 +6 +2 +2
9 +5/+3 +6 +3 +3
10 +5/+3/+1 +7 +3 +3
11 +6/+4/+2 +7 +3 +3
12 +6/+4/+2 +8 +4 +4
13 +7/+5/+3 +8 +4 +4
14 +7/+5/+3/+1 +9 +4 +4
15 +8/+6/+4/+2 +9 +5 +5
16 +8/+6/+4/+2 +10 +5 +5
17 +9/+7/+5/+3 +10 +5 +5
18 +9/+7/+5/+3/+1 +11 +6 +6
19 +10/+8/+6/+4/+2 +11 +6 +6
20 +10/+8/+6/+4/+2/+1 +12 +6 +6
Spells Known/Spells Per Day - Chart Level 0 1 2 3 4 5 6 7 8 9
1 4/2 -/- -/- -/- -/- -/- -/- -/- -/- -/-
2 4/2 1/1 -/- -/- -/- -/- -/- -/- -/- -/-
3 5/2 2/2 -/- -/- -/- -/- -/- -/- -/- -/-
4 5/2 2/2 1/1 -/- -/- -/- -/- -/- -/- -/-
5 6/3 3/2 2/2 -/- -/- -/- -/- -/- -/- -/-
6 6/3 3/2 2/2 1/1 -/- -/- -/- -/- -/- -/-
7 7/3 4/3 3/2 2/2 -/- -/- -/- -/- -/- -/-
8 7/3 4/3 3/2 2/2 1/1 -/- -/- -/- -/- -/-
9 8/4 5/3 4/3 3/2 2/2 -/- -/- -/- -/- -/-
10 8/4 5/3 4/3 3/2 2/2 1/1 -/- -/- -/- -/-
11 9/4 6/4 5/3 4/3 3/3 2/2 -/- -/- -/- -/-
12 9/4 6/4 5/3 4/3 3/3 2/2 1/1 -/- -/- -/-
13 9/5 6/4 5/4 4/4 3/4 2/3 2/2 -/- -/- -/-
14 9/5 6/4 5/4 4/4 3/4 2/3 2/2 1/1 -/- -/-
15 9/5 6/5 5/4 4/4 3/5 3/4 2/3 2/2 -/- -/-
16 9/5 6/5 5/4 4/4 3/5 3/4 2/3 2/3 1/1 -/-
17 9/6 7/6 6/5 5/5 4/5 3/5 3/4 2/4 2/2 -/-
18 9/6 7/6 6/5 5/5 4/5 3/5 3/4 3/4 2/3 1/1
19 9/6 7/6 6/5 5/6 4/6 4/6 3/5 3/5 3/4 2/3
20 9/6 7/6 6/5 5/6 4/6 4/6 3/5 3/5 3/5 3/5
- SEEDs pick their spells from the following lists. All 0 level spells (cantrips) are open to all 6 groups. At every level thereafter there are 2 spells per group that can only be selected by the indicated group because they are central to that group's training. Others, such as Summon Monster, are central to the SEED makeup.
0 Level Spells: Arcane Mark - Cure Minor Wounds - Dancing Lights - Daze - Detect Magic - Detect Poison - Flare - Light - Open/Close - Purify Food/Drink - Ray of Frost - Read Magic - Resistance - Virtue.
1st Level Spells: Alarm - Animal Friendship (b) - Burning Hands (d) - Chill Touch (c) - Comprehend Languages (e) - Cure Light Wounds - Doom - Endure Elements - Expedious Retreat - Goodberry - Jump (f) - Mage Armor (c) - Magic Missile (b) - Magic Weapon (a) - Mount - Shield - Shocking Grasp (d) -Silent Image - Sleep - Speak w/ Animals (e) - Spider Climb (f) - Summon Monster I - Summon Nature's Ally I - True Strike (a).
2nd Level Spells: Aid - Animal Trance (b) - Barkskin (c) - Blur (f) - Bull's Strength (a) - Cat's Grace (d) -Cure Moderate Wounds - Flame Blade (d) - Flaming Sphere - Hold Person - Melf s Acid Arrow - Minor Image - Mirror Image - Remove Paralysis - Rope Trick (f) - Scare - Shield Other - Silence - Sound Burst -Spectral Hand (c) - Spiritual Weapon (a) - Summon Monster II - Summon Nature's Ally II - Summon Swarm - Tongues (e) - Whispering Wind (e).
3rd Level Spells: Bestow Curse (f) - Blindness/Deafness (e) - Confusion (e) - Cure Serious Wounds - Dispel Magic - Displacement (f) - Fireball - Flame Arrow (b) - Greater Magic Weapon (a) - Haste (d) - Keen Edge (a) - Lightning Bolt - Magic Vestment (c) - Major Image - Phantom Steed - Prayer (b) - Remove Blindness/Deafness - Remove Curse - Remove Disease - Searing Light (c) - Slow - Summon Monster III -Summon Nature's Ally in - Vampire Touch (d).
4th Level Spells: Break Enchantment - Cure Critical Wounds - Dimension Door (f) - Discern Lies (e) -Divine Power (a) - Evard's Black Tentacles (b) - Fire Shield (c) - Flamestrike - Freedom of Movement (d) - Giant Vermin (b) - Holy Sword (a) - Ice Storm - Lesser Planar Ally - Neutralize Poison - Poison -Rusting Grasp (d) - Shout (e) - Stoneskin (c) - Summon Monster IV - Summon Nature's Ally IV - Tree Stride (f).
5th Level Spells: Animal Growth (b) - Bigby's Crushing Hand (a) - Circle of Doom - Commune (e) - Cone of Cold - Contact Other Plane (e) - Dream - Greater Dispelling - Healing Circle - Insect Plague - Mark of Justice (f) - Mordenkainen's Faithful Hound (b) - Nightmare - Persistent Image - Planeshift (f) - Raise Dead - Rary's Telepathic Bond - Righteous Might (a) - Slay Living (d) - Summon Monster V - Summon Nature's Ally V - Teleport (d) - Transmute Mud to Rock (c) - Transmute Rock to Mud (c).
6th Level Spells: Acid Fog - Animate Objects (a) - Antilife Shell (b) - Antimagic Field - Blade Barrier (c) -Chain Lightning - Contingency - Etherealness (f) - Eyebite - Fire Seeds (b) - Flesh to Stone - Harm (d) -Heal - Hero's Feast - Ironwood (c) - Legend Lore (e) - Liveoak - Mass Haste (d) - Otiluke's Freezing Sphere - Permanent Image - Planar Ally - Programmed Image - Project Image - Stone to Flesh - Summon Monster VI - Summon Nature's Ally VI - Tenser's Transformation (a) - Windwalk (f) - Word of Recall(e).
7th Level Spells: Animal Shapes (b) - Changestaff (b) - Creeping Doom - Delayed Blast Fireball -Drawmj's Instant Summons - Ethereal Jaunt (c) - Finger of Death (d) - Firestorm - Force Cage (c) - Holy Word (e) - Insanity - Limited Wish - Mordenkainen's Magnificent Mansion (f) - Mordenkainen's Sword (a) - Power Word, Stun - Regenerate - Repulsion (a) - Resurrection - Reverse Gravity (f) - Summon Monster VII - Summon Nature's Ally VII - Teleport w/out Error (d) - Vision - Word of Chaos (e).
8th Level Spells: Bigby's Clenched Fist (a) - Cloak of Chaos (f) - Command Plants (b) - Demand (e) -Earthquake - Greater Planar Ally - Holy Aura (d) - Horrid Wilting (a) - Incendiary Cloud - Iron Body (c) -Mass Heal - Maze - Otto's Irresistible Dance (b) - Power Word, Blind (e) - Screen (c) - Shield of Law (f) -Summon Monster VIII - Summon Nature's Ally VIII - Symbol - Unholy Aura (d) - Whirlwind.
9th Level Spells: Astral Projection (f) - Elemental Swarm - Energy Drain (c) - Foresight (d) - Freedom -Gate (f) - Implosion (a) - Imprisonment - Meteor Swarm - Miracle (e) - Mordenkainen's Disjunction -Power Word, Kill (d) - Shambler - Shape Change (b) - Soul Bind (c) - Storm of Vengeance - Summon Monster K - Summon Nature's Ally IX - Temporal Stasis (b) - Time Stop - True Resurrection - Wail of the Banshee (e) - Weird (a) - Wish.
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