The Seeker
The Elite Among the Mind's Eye

        During the war, two factions took serious hits, but stayed closer to the edge of the conflict: The Believers of the Source and the Sign of One.  They started finding common ground as they both were part of "the oppressors of Sigil", and when the Lady's Edict came down banning the Factions, both were prepared to leave.  Then the Signers caught the Godsmen on the way out of town and started a proposition.  That proposition led to the creation of the Mind's Eye, led by Ombidias, formerly of the Godsmen.
        So what is the Mind's Eye all about?  It is all about finding a cutter's place in the Multiverse.  She must discover herself by forging out into the planes, passing all the tests presented, and being shaped into something new.  Something that eventually allows her to pass beyond into a higher state of existance.  This does sound a lot like the previous Godsman oath (or that of the renegade Church of the Source).  However, each person leaves what they take away from the Multiverse, and thus each Seeker shapes the Multiverse around them.  This symbiotic relationship grinds the sand of existance into the pearl of perfection, both for the Multiverse and the individual.
        This relationship has gone to the Seekers' heads though.  It makes the multiverse the playground of each individual Seeker, which leads to an over-inflated sense of wealth.  They feel each of the other creatures in existance are there to shape them, and a little removed from the multiverse, as the rest are just the scenery to be shaped.  It leads others to call them the "Mind's I".  Not necessarily cold and uninvolved, just on a mission for their own existance.  They don't expect others to understand.
      Hit Dice: d6

Requirements:
        * Base Will Save: +5
        * Feat: Iron Will
        * Skill - Intuit Direction: 5 Ranks
        * Skill - Knowledge [Planes]: 5 Ranks

Class Skills:
        The class skills of the Seeker (with key attribute) are: Bluff (Cha), Craft (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Knowledge [Geography] (Int), Knowledge [Planes] (Int), Knowledge [Religion] (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha), Wilderness Lore (Wis).  Seekers get 4 + Int modifier skill points per level.
 

Level
Attack
Fortitude
Reflex
Will
Special
1
+0
+0
+0
+2
Pride
2
+1
+0
+0
+3
Pierce Illusion
3
+2
+1
+1
+3
Remove Fear (1/day)
4
+3
+1
+1
+4
Traveller's Mantle
5
+3
+1
+1
+4
Test of Patience
6
+4
+2
+2
+5
Remove Fear (2/day)
7
+5
+2
+2
+5
Dispel Illusion
8
+6/+1
+2
+2
+6
Unguided Intuition
9
+6/+1
+3
+3
+6
Reflection of Self
10
+7/+2
+3
+3
+7
True Seeing, Remove Fear (at will)

Class Features:
        All the following of the Seeker prestige class:

        Weapon and Armor Proficiency:  Seekers learn to use all simple and martial weapon.  She gains no additional proficiency with armors or shields than they had before becoming a Seeker.
        Pride: A Seeker's greatly inflated pride has many positve and negative effects.  This pride means that a Seeker gets a -2 to all her skill checks based on either wisdom or charisma.  However, this confidence also leads to a +1 moral bonus to all skills not based on wisdom or charisma.  This allows the Seeker to show off her abilities.  Finally, due to this overwhelming sense of greatness, all planar merchants charge Seekers 10-20% higher prices for all materials or services.
        Pierce Illusion:  Looking to be shaped by the multiverse, Seekers tend to recognize the truth of it before others.  All Seekers 2nd level or higher gain a +2 competance bonus to will saves against illusions, and may automatically attempt a save whenever the Seeker first encounters an illusion.
        Remove FearAt third level, a Seeker may remove fear (as the spell) once per day as a spell-like ability as if cast by a cleric at the same level as the Seeker's class level.  This ability improves with experience to twice a day at sixth level, and at will at tenth level.
        Traveller's Mantle:  A Seekers focus on travel makes them more resistant.  Seekers get a +4 competance bonus to any save against planar effects once she reachs 4th level.  This is a supernatural ability.
        Test of Patience:  Seekers learn to focus very well when given time, and often perform better than they should in the right situations.  Whenever a Seeker of 5th level or higher "takes 20" (only when normally allowed), treat the result as if the Seeker took 22, instead of 20.  This is an exceptional ability.
        Dispel Illusion:  Seekers of at least 7th level improve their ability to pierce illusions.  When a Seeker detects an illusion, they may attempt to dispel it as a full round action.  This spell-like ability works identically as the spell dispel magic cast by a cleric at the same level as the Seeker's class level, except only on illusionary magic or psionics.  This can be done once per day.
        Unguided Intuition:  Seekers tend to get a knack for travelling.  At 8th level, Seekers attempt an intuit direction skill ckeck to find any specifically named location, even if they have never been there before.  This supernatural ability requires focus on a named location, not a general location or anything in or at that location.
        Reflection of Self: At 9th level, a Seeker learns to shape the multiverse to what she doesn't have but needs.  Once per day, the Seeker may cast minor creation as a cleric of a caster level equal to the Seeker's class level.
        True Seeing:  At 10th level, a Seeker gains a true vision of the multiverse around her.  Once per day, a Seeker may activate this spell-like ability as if she cast true seeing at a caster level equal to the Seeker's character level.

Any comments on the above would be appreciated: DUgorek@hotmail.com

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