The Seeker

Medium Advanced Commando Bio-construct
Hit Dice:
14d12+70 (167 hp)
Initiative: +7
Speed: 30 ft. (6 squares); fly 60 ft (average)
AC: 35 (+5 Dex, +12 natural, +8 Mwk Plate), touch 15, flat-footed 30
Base Attack/Grapple: +14/+22
Attack (imbued +3 Keen VS Thinblade): Split Arm +25 (1d8+11/15-20 x2) or Fused Arm +25 (1d8+15/15-20 x2) or Tentacle +22 (paralysis)
Attack (VS Claws): Split Arm +24 (1d6+10/20 x2) or Fused Arm +25 (1d8+14/20 x2) or Tentacle +22 (paralysis)
Full Attack (imbued +3 Keen VS Thinblade): Split Arms +25/+25/+25/+25 (1d8+11/15-20 x2) or Fused Arms +25/+25 (1d8+15/15-20 x2) or Tentacle +22/+17/+12
Full Attack (VS Claws): Split Arms +24/+24/+24/+24 (1d8+10/20 x2) or Fused Arms +24/+24 (1d8+14/20 x2) or Tentacle +22/+17/+12
Space/Reach: 5 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Brutal Attack, Retaliatory Strike, magic disruption, paralysis, Sneak Attack 8d6,
Special Qualities: Bio-construct traits, DR 10/chaotic or good, arcane sight, arcane consumption, SR 26, vulnerability to chaos, Quad-weapon Arm Upgrade, Energized Alacrity, Tactical Awareness, Penetrating Strike
Saves: Fort +14, Ref +14, Will +14
Abilities: Str 26, Dex 20, Con 20, Int 14, Wis 12, Cha 10
Skills: Hide +22, Listen +18, Move Silently +22, Spot +18, Tumble +22, Spellcraft +5, Knowledge (Arcana, Planes, Religion, Dungeoneering, Nature) +5
Skill Trick: Clarity of Vision (Benefit: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.)
Feats: Power Attack, Practiced Spellcaster, Mage Slayer, Darkstalker, Staggering Strike, Combat Reflexes, Telling Blow, Double-Hit, Law Devotion
CR:
Alignment:
Lawfully Neutral

Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry):
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Quad-Weapon Arm Upgrade: This upgrade grafts an additional pair of arms onto the Seeker. Instead of the bone sword and shield, each of his arms ends in a fully functional hand that possesses retractable Valyrian Steel Claws (1d6 + STR damage). Each of the four arms arm can hold a single, surgically grafted one-handed weapon of no larger than Medium size. As a Swift Action, the Seeker may extrude one or more of these weapons simultaneously. Claws and grafted weapons are all treated as Primary Natural Attacks, though an arm using an extruded weapon cannot also make a Claw attack.

As a Standard Action, the Seeker may fuse each pair of arms, or a single pair on a chosen side, in order to increase the power of its blows. Attacks made by a pair of fused arms deal increased damage (1.5 x STR).

Alternatively, the Seeker can use two arms or a fused pair in order to wield a shield more deftly. As part of a Full Attack Action, it can make a Shield Slam at its highest attack bonus with a -5 penalty without losing the shield bonus to AC.

Brutal Attacks (Ex)
When a commando construct makes two successful melee attacks against the same target in 1 round, its attacks either rend flesh or crush bones. This deals an additional amount of damage equal to the damage dealt by its highest-damage successful melee attack plus twice the commando construct's Strength modifier.

Retaliatory Strike (Ex)
Whenever an enemy makes a successful melee attack against a commando construct or an adjacent ally, the enemy provokes an attack of opportunity from the commando construct.

Energized Alacrity (Su)
Once per minute as a swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes attacks of opportunityas normal.

Tactical Awareness (Ex)
A commando construct gains a +4 bonus on initiative checks. Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.

Penetrating Strike (Ex): When flanking a creature normally immune to sneak attack, you still deal half your sneak attack dice in damage.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 25%
Level 1: 50%
Level 2: 75%

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 21 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 12.

Spell-Like Abilities (CL 14): Dimension Door (at will); Greater Blink, Orb of Force 3/Day; Antimagic Field 1/Day

I think that's most of it.

@Goldfish needs gear. I'm assuming +3 Keen VS thinblades as starter imbued weapons, and didn't add anything extra as I don't know what can be immediatelly fitted.

@DragonParadox Some notes/questions:
- The idea here is that the Seeker gets (1+DEX mod) AoOs a turn, due Combat Reflexes, and every time he makes an attack of opportunity, he gets to hit twice due Double Hit. Every time someone successfully hits him, or someone adjacent, they trigger an AoO from him due Retaliatory Strike. That's the basic 'trick'.
- Brutal Attacks means that whenever he hits the same guy twice or more in the same round, he deals a bonus damage equal to the hardest hitting attack, plus STRx2. He is going to trigger it often, I suspect. Reminder that this would include crits and SA.
- Critical hits automatically add Sneak Attack damage, due Telling Blow (it's effectively another trigger for it, besides flanking/flatfooted/invisible)
- Rememeber that Greater Blink makes his attacks count as invisible for sneak attacks.
- Another SA trigger for him is that everyone is flatfooted until they act, and he not only always acts on the Surprise Round, but he can move his full speed + 30 ft and still full attack by triggering energized attack as a swift action, which he'd have even on the surprise round. So that's a great strategy for him, effectively giving him a 1/minute pseudo-pounce that he can conveniently trigger on a surprise round.
- Staggering Strike is something that will almost always trigger, as only enemies immune to precision damage can't suffer from it, it otherwise has no cost or limits to its activation. So keep it in mind.
- I assumed the Paralysis' DC was based on his CON mod + flat DC, as is usual to these things, to give its new DC.
- Can he get more uses out of Law Devotion? Normally clerics get to trade 3 uses of Turn Undead for an extra use of Law Devotion. If we give him a +6 CHA item, it'd give him just enough Charisma that, if he had TU, he could trigger it one additional time. Can we do it? I'm assuming he gets the full +7 from it from his CR/ECL.

Come on, we can upgrade the name along with the body. :V
 
Yeah, add in some +4ish stat boosters, a nice magical mithral fullplate, a cloak of resistance and that's an easy +1~+2 before you even get fancy. He doesn't need much: his AC is insane, his attack is high, his damage is decent (especially when he triggers his SA), he can fly, his saves are all good and he has a decent amount of HD and decently high stats, he has powerful and versatile SLAs which include good mobility, offense and defense, and I'm counting his baseline with good imbued weapons, but his claws are VS already.

He is mostly self-sufficient, he doesn't even need a flanking buddy to trigger his sneak attacks.
 
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I prefer to have them Keen already as crit-fishing it's a very important part of his strategy.
You sure? A Keen Edge item at minimum caster level would apply the effect for 50 minutes at a time. The Seeker is basically a fleshbot. We could order it to keep Keen Edge applied to its weapons and every 50 minutes until the end of eternity, it would reapply the effect. Rather than wasting a +1 on Keen, there are several possible abilities which could be applied instead.

And what about weapon crystals? Have you got a preference?
 
Yeah, add in some +4ish stat boosters, a nice magical mithral fullplate, a cloak of resistance and that's an easy +1~+2 before you even get fancy. He doesn't need much: his AC is insane, his attack is high, his damage is decent (especially when he triggers his SA), he can fly, his saves are all good and he has a decent amount of HD and decently high stats, he has powerful and versatile SLAs which include good mobility, offense and defense, and I'm counting his baseline with good imbued weapons, but his claws are VS already.

He is mostly self-sufficient, he doesn't even need a flanking buddy to trigger his sneak attacks.

You know, if we Awakened him, he could probably be resurrected if killed, and more easily warded against construct domination... though he loses some of his Typed saves against enchantment, I think?
 
You sure? A Keen Edge item at minimum caster level would apply the effect for 50 minutes at a time. The Seeker is basically a fleshbot. We could order it to keep Keen Edge applied to its weapons and every 50 minutes until the end of eternity, it would reapply the effect. Rather than wasting a +1 on Keen, there are several possible abilities which could be applied instead.

And what about weapon crystals? Have you got a preference?
A dispel would get the Keen out of the fight tho. An infinite use scabbard also really threads in the toes of the enchantment, especially for paying very little to get it on four weapons.

What else would you put in?

For crystals it's easy: Greater Truedeath.
 
@Goldfish TNE has a point, Denys demonstrated very aptly that dispels are no joke when your biggest trick is given through dispellable magic. If one dispell halves or more your combat potential, you're doing it wrong.
 
A dispel would get the Keen out of the fight tho. An infinite use scabbard also really threads in the toes of the enchantment, especially for paying very little to get it on four weapons.

What else would you put in?

For crystals it's easy: Greater Truedeath.
Okay, Keen it is.

As for weapon crystals, I was thinking about something like what Garin has. Greater True Death on at least one of them so it can do full Sneak Attack damage to the Undead, but also a Greater Demolition crystal on a weapon in order to do full Sneak Attack damage against Constructs.

Greater Life Drinking on one or two of them would be a good source of healing for it, too.
 
You know, if we Awakened him, he could probably be resurrected if killed, and more easily warded against construct domination... though he loses some of his Typed saves against enchantment, I think?
As if we won't eventually be slapping a Mind Blank on the Seeker... ;)
 
I'd say 4x Greater Truedeath as we run into undead all the time, and have him carry 4x Greater Demolition.

Life-drinking is very good, too, as he doesn't have Fast Healing.
 
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Okay, Keen it is.

As for weapon crystals, I was thinking about something like what Garin has. Greater True Death on at least one of them so it can do full Sneak Attack damage to the Undead, but also a Greater Demolition crystal on a weapon in order to do full Sneak Attack damage against Constructs.

Greater Life Drinking on one or two of them would be a good source of healing for it, too.
different banes on every sword?

Cool, but not very crunchy.

I'd say 4x Greater Truedeath as we run into undead all the time, and have him carry 4x Greater Demolition.

Life-drinking is very good, too, as he doesn't have Fast Healing.
Switch weapon crystals on the fly by juggling swords?



maybe theres a feat for that.
 
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Don't forget to vote, ya'll. We don't visit Bloodraven all that often, so let's make the most of this one.
 
Kind of hard to switch weapons on the fly when they are surgically implanted.

That's why I'm saying it should be at least +3 VS, covers most bases. If possible, it should be +5 as to bypass all DR/Alignment.
 
@TotallyNotEvil, what about a Spell Storing enchantment on each of the Seeker's weapons?

Four simultaneous Shocking Grasps is a nice way to pad your alpha strike.

Or four Bloodstone enchantments, to pile on four simultaneous Empowered Vampiric Touches.
 
I mean, we could drop a couple hundred thousand GP in weapon crystals.

But as I see it, the most critical are Greater Truedeath, as we often fight undead, and Penetrating Strike covers constructs, which we rarely fight.

The rest is gravy. I suppose Greater Life-Drinking would be useful if he needs to heal himself while out in the field.
 
This thing looks like it hits way higher than it's weight class. Like AMF and sneak attack with a mages low HP pool is going to kill most mages in the first round. Am I getting that right?
 
This thing looks like it hits way higher than it's weight class. Like AMF and sneak attack with a mages low HP pool is going to kill most mages in the first round. Am I getting that right?
You're not wrong, except about it hitting out of its weight class. Thanks to its various abilities and templates, plus the boosted HD, it is sitting quite comfortably in its weight class as an upper tier Companion-level combatant.
 
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