And of the lesser Mage numbers? Particularly Adepts, Hedgemages and Alchemists?
There aren't any. Anyone who couldn't hack it with the Mysterium as a PC class is either languishing in mediocrity and under the radar, or if they were forward thinking and heard rumors about our own mage school, jumped ship to us a long time ago.
 
Biases are a bitch when you're trying to innovate, aren't they?
I imagine that'll change very quickly and he'll start taking cues from Viserys.
Well there were some old rituals you guys did not buy, but in terms of pure library bonuses they don't really have anything your accumulation of planar lore does not match.
I was hoping for Valyrian history and nobility & royalty specifically if there was anything unique we didn't have yet.
 
There aren't any. Anyone who couldn't hack it with the Mysterium as a PC class is either languishing in mediocrity and under the radar, or if they were forward thinking and heard rumors about our own mage school, jumped ship to us a long time ago.
Well then let's get any left behind next month. Hoping for something in the double numbers there per class.

If any city could get us a hundred lesser mages its Volantis.
 
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I'm in a bit of a hurry, so I but skimmed the chapter - but are those 3 really all remaining high-power mages in Volantis now?
Wasn't there more before, a Necromancer at least?
 
I'm in a bit of a hurry, so I but skimmed the chapter - but are those 3 really all remaining high-power mages in Volantis now?
Wasn't there more before, a Necromancer at least?
There are surely individual mages who were not included, but this report was detailing the Orders within the Mysterium, their leaders and adherents, plus the other large but unaffiliated factions.
 
There are surely individual mages who were not included, but this report was detailing the Orders within the Mysterium, their leaders and adherents, plus the other large but unaffiliated factions.
True but the Scholorum system records ALL magic users. That means we kinda have to integrate or atleast record the lesser talents too.

I'm hoping for triple digits for Hedge Mages and higher double digits for Adepts. Maybe even as many a dozen Alchemists of various levels. Volantis really would be the place of them outside Qohor or Ashai.

Over a 150 higher class casters in that list. These numbers would not be outside the realm of possibility.
 
What are his studies, btw?

I remember once he wanted to study the Seeker.

Would he like to apply to become a Flesh Forger alongside Lady Saenena, Elaheh the Kyton, and Maester Qyburn?

As far as Zherys knows his studies are focused on reading knowledge from ancient bones, basically someone who built his entire arcane carier on speak with dead and similar effects.
 
As far as Zherys knows his studies are focused on reading knowledge from ancient bones, basically someone who built his entire arcane carier on speak with dead and similar effects.
Necromancer Detective? Did he actually want to research the Seeker by reading its history? That's novel.

As far as Zherys knows his studies are focused on reading knowledge from ancient bones, basically someone who built his entire arcane carier on speak with dead and similar effects.
I'd like him in the Inquisition actually. Every Detective show needs a Mortition.He could even train more in that speciality.
 
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You guys would have to ask, or at least tell Zherys to try. So far the High Speaker has been content with the lack of undead plague and occasional help deciphering the mysteries of old tombs as. The largest contribution to date was his aid during the Sorrows Campaign.
At minimum I'd like to introduce him to the Flesh Forgers so they can start their own correspondences.
 
Okay, ya'll, here's the updated sheet for the Seeker using @TotallyNotEvil's build we voted on back in August. I've included all of the gear we are crafting for it this month, or are assigning from the Armory.

All in all, this is one scary SOB. I'll be linking it into the Construct section of the Armory, @DragonParadox. If anyone is able to find a good picture for it, I'll add it. I didn't have much luck.

EDIT: Picture added, courtesy of @Crake.



The Seeker: Medium Advanced Commando Bio-Construct - CR 15
Hit Dice: 14d12 (84 HP) + 98 (CON) = 182 HP
Initiative: +4 (Tactical Awareness) + 7 (DEX) = +11
Speed: Ground: 30 ft + 30 ft (Boots/Channel Vigor) = 60ft; Fly 60 ft + 30 ft (Channel Vigor) = 90 ft (Average)
AC: 10 + 7 (DEX) + 10 (Natural) + 12 (+3 Reinforced Segmented Mithral Fullplate) + 4 (+1 Animated Extreme Shield) + 2 Deflection vs Evil + 1 (Dodge; Channel Vigor) + 5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
  • Normal: AC 44/49 (Touch: 22/24, Flat-Footed: 35/42)
  • vs Ranged Attacks: AC 49/51 (Touch: 27/29, Flat-Footed: 41/43)
Base Attack/Grapple: +14/+22
  • Claws: +2 Valyrian Steel
    • Attack: Split Arm +27 (1d6+12/20 x2) or Fused Arm +27 (1d8+17/20 x2) or Tentacle +25 (Paralysis)
    • Full Attack: Split Arms +27/+27/+27/+27/+27 (1d8+12/20 x2) or Fused Arms +27/+27/+27 (1d8+17/20 x2) or Tentacle +25/+25/+20/+15
  • Weapons:+3 Keen Razor-sharp Valyrian Steel Thinblades
    • Attack: Split Arm +28 (1d8+14/15-20 x2) or Fused Arm +28 (1d8+19/15-20 x2) or Tentacle +25 (Paralysis)
    • Full Attack: Split Arms +28/+28/+28/+28/+28 (1d8+14/15-20 x2) or Fused Arms +28/+28/+28 (1d8+19/15-20 x2) or Tentacle +25/+25/+20/+15
    • Special: A weapon crystal is affixed to these weapons, giving each of them an additional special ability:
      • (x2) Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day per sword).
      • (x1) Wielder can make Critical Hits and perform Sneak attacks against Constructs as if they were living creatures.
      • (x1) Weapons acts as a Ghost Touch weapon and its wielder can make Critical Hits and perform Sneak attacks against Undead as if they were living creatures.
Space/Reach: 5 ft./10 ft. (15 ft. with Tentacle)
Special Attacks: Brutal Attack, Retaliatory Strike, Magic Disruption, Paralysis, Sneak Attack (8d6), Penetrating Strike
Special Qualities: Bio-Construct Traits, SR 26, DR 10/Chaotic or Good, Arcane Sight, Arcane Consumption, Vulnerability to Chaos, Quad-weapon Arms, Energized Alacrity, Tactical Awareness, DR 5/-- (up to 50 HP)
Immunities: Magical Sleep & Possession effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single-use]
Saves: Fort +21, Ref +21, Will +16; +6 vs Morale-Affecting effects
Abilities: Str 26(30)*, Dex 20(24), Con 20(24), Int 14, Wis 12(14), Cha 10; *+8 for the purposes of determining carrying capacity
Skills: Hide +24, Listen +16, Move Silently +24, Spot +19, Tumble +24, Spellcraft +5, Knowledge (Arcana, Planes, Religion, Dungeoneering, Nature) +5
Skill Trick: Clarity of Vision
Feats: Combat Reflexes, Darkstalker, Double-Hit, Law Devotion, Mage Slayer, Power Attack, Practiced Spellcaster, Staggering Strike, Telling Blow
Alignment: Lawful Neutral

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

Supernatural Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact

Paralysis (Ex): The Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 23 Fortitude save negates).

Penetrating Strike (Ex): When flanking a creature normally immune to Sneak Attacks, the Seeker is still able to deal half its Sneak Attack dice in damage.

Quad-Weapon Arms:
  • The Seeker's four arms end in fully functional hands that possesses retractable Valyrian Steel Claws (1d6 + 2 + 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 (1-1/2 x Strength).
  • 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.
Commando Construct:
  • Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against the Seeker or an adjacent ally, the enemy provokes an attack of opportunity from it.
  • Tactical Awareness (Ex): The Seeker gains a +4 bonus on Initiative checks. Additionally, it is never considered an unaware combatant and is always able to act in the surprise round. It is still Flat-Footed in the surprise round until it acts.
  • Brutal Attacks (Ex): When the Seeker makes two successful melee attacks against the same target in a single 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 Seeker Strength modifier.
  • Energized Alacrity (Su): Once per minute as a Swift Action, the Seeker temporarily enhance its speed to a great degree. When doing so, the Seeker gains a +30-foot bonus to all of its movement speeds for one round. Additionally, when making a full attack during this round, the Seeker can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Anti-Magic Specialization:
  • Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Detect Magic spell.
  • 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. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 12 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): 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.
Equipment:

Animated Extreme Adamantine Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +4 Strength, +4 Dexterity, +4 Constitution
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  3. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  4. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Celestial Glamered Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 13.75 pounds
  1. Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
  2. Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Greater Amulet of Protection from Evil:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Earring of Arcane Acuity: +2 Wisdom, +5 Resistance bonus to saving throws
  1. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  2. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greatreach Soulfire Bracers of Quickstrike:
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Weapons:
  • (x4) Keen Razor-sharp Valyrian Steel Thinblades (+3): (1d8+4; 15-20/x2)
    • (x2) Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
    • (x1) Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
    • (x1) Greater Weapon Crystal of Demolition: The sword inflicts an additional +1d6 damage to Construct, is treated as Adamantine for the purpose of bypassing Damage Reduction, and can be used to deliver Sneak Attack and Critical Hits against Constructs as if they were living creatures.
Equipment: Animated Extreme Adamantine Shield (+1; w/Lesser Crystal of Arrow Deflection), Bead of Newt Prevention, Belt of the Battle Master (+4 STR, +4 DEX, +4 CON), Boots of the Battle Charger, Celestial Glamered Reinforced Segmented Mithral Fullplate (+3; w/Greater Ironward Diamond), Greater Amulet of Protection from Evil, Greater Earring of Arcane Acuity (+2 WIS, +5 Resistance), Greatreach Soulfire Bracers of Quickstrike, Handy Haversack, Keen Razor-sharp Valyrian Steel Thinblade (+3; x2 w/Greater Crystal of Life Driking, x1 w/Greater Crystal of True Death, x1 w/Greater Crystal of Demolition), Mind Blank Ring, Muleback Cords(Slotless)
 
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Inserted tally
Adhoc vote count started by Goldfish on Nov 2, 2019 at 11:42 AM, finished with 151 posts and 13 votes.

  • [X] Ask the mages questions about their nature or their mistress' experiments
    -[X] Have Viserys use Brain Spider via Miracle to hurry along the interrogations. It can scan eight minds simultaneously for similar subjects.
    -[X] Have Varys on the lookout for intelligent minds, reporting their type, approximate intellect, and locations as we go.
    -[X] Ask what other forces their mistress had and their exact nature and locations (also get a detailed explanation of all traps and contingencies)
    -[X] Ask about every past, current, and future experiment of import their mistress had
    -[X] Ask how their mistress became a Brainstealer Dragon, and what other Deep Ones she has been in contact with
    --[X] Does she know of any other Deep Ones plots, or if any other Brine Dragons have been struck by similar idiocy?
    -[X] Ask what plans their mistress had both active and in active
    -[X] Ask about all treasures their mistress had and their locations and guardians/wards
    -[X] Get all locations of importance they're aware of marked on your new map of the Plane of Water, along with any Deep Ones strongholds they're aware of in this plane or others
    -[X] Try to catch more illithidae for experimentation, then go secure the hoard and as much research as possible. Strip the lair bare of everything of note.
    --[X] Once done, get an accounting of the spoils, decide how to split them, and decide what to do with the defeated subjects of Fearex once you get an understanding of how warped they've become.
 
At minimum I'd like to introduce him to the Flesh Forgers so they can start their own correspondences.
That sounds like a good idea. After all, if Necromancer guy talks to them a bit about his work, we can be aware of just what he's working on. And if we know about his work, a localized undead apocalypse in Volantis is significantly less likely to catch us off guard.
 
Okay, ya'll, here's the updated sheet for the Seeker using @TotallyNotEvil's build we voted on back in August. I've included all of the gear we are crafting for it this month, or are assigning from the Armory.

All in all, this is one scary SOB. I'll be linking it into the Construct section of the Armory, @DragonParadox. If anyone is able to find a good picture for it, I'll add it. I didn't have much luck.

The Seeker: Medium Advanced Commando Bio-Construct - CR 15
Hit Dice: 14d12 (84 HP) + 98 (CON) + 20 (Medium Construct) = 202 HP
Initiative: +4 (Tactical Awareness) + 7 (DEX) = +11
Speed: Ground: 30 ft + 30 ft (Boots/Channel Vigor) = 60ft; Fly 60 ft + 30 ft (Channel Vigor) = 90 ft (Average)
AC: 10 + 7 (DEX) + 10 (Natural) + 12 (+3 Reinforced Segmented Mithral Fullplate) + 4 (+1 Animated Extreme Shield) + 2 Deflection vs Evil + 1 (Dodge; Channel Vigor) + 5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
  • Normal: AC 44/49 (Touch: 22/24, Flat-Footed: 35/42)
  • vs Ranged Attacks: AC 49/51 (Touch: 27/29, Flat-Footed: 41/43)
Base Attack/Grapple: +14/+22
  • Claws: +2 Valyrian Steel
    • Attack: Split Arm +27 (1d6+12/20 x2) or Fused Arm +27 (1d8+17/20 x2) or Tentacle +25 (Paralysis)
    • Full Attack: Split Arms +27/+27/+27/+27/+27 (1d8+12/20 x2) or Fused Arms +27/+27/+27 (1d8+17/20 x2) or Tentacle +25/+25/+20/+15
  • Weapons:+3 Keen Razor-sharp Valyrian Steel Thinblades
    • Attack: Split Arm +28 (1d8+14/15-20 x2) or Fused Arm +28 (1d8+19/15-20 x2) or Tentacle +25 (Paralysis)
    • Full Attack: Split Arms +28/+28/+28/+28/+28 (1d8+14/15-20 x2) or Fused Arms +28/+28/+28 (1d8+19/15-20 x2) or Tentacle +25/+25/+20/+15
    • Special: A weapon crystal is affixed to these weapons, giving each of them an additional special ability:
      • (x2) Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day per sword).
      • (x1) Wielder can make Critical Hits and perform Sneak attacks against Constructs as if they were living creatures.
      • (x1) Weapons acts as a Ghost Touch weapon and its wielder can make Critical Hits and perform Sneak attacks against Undead as if they were living creatures.
Space/Reach: 5 ft./10 ft. (15 ft. with Tentacle)
Special Attacks: Brutal Attack, Retaliatory Strike, Magic Disruption, Paralysis, Sneak Attack (8d6), Penetrating Strike
Special Qualities: Bio-Construct Traits, SR 26, DR 10/Chaotic or Good, Arcane Sight, Arcane Consumption, Vulnerability to Chaos, Quad-weapon Arms, Energized Alacrity, Tactical Awareness, DR 5/-- (up to 50 HP)
Immunities: Magical Sleep & Possession effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single-use]
Saves: Fort +16, Ref +16, Will +16; +6 vs Morale-Affecting effects
Abilities: Str 26(30)*, Dex 20(24), Con 20(24), Int 14, Wis 12(14), Cha 10; *+8 for the purposes of determining carrying capacity
Skills: Hide +24, Listen +20, Move Silently +24, Spot +20, Tumble +24, Spellcraft +5, Knowledge (Arcana, Planes, Religion, Dungeoneering, Nature) +5
Skill Trick: Clarity of Vision
Feats: Combat Reflexes, Darkstalker, Double-Hit, Law Devotion, Mage Slayer, Power Attack, Practiced Spellcaster, Staggering Strike, Telling Blow
Alignment: Lawful Neutral

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

Supernatural Abilities:
Paralysis (Ex): The Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 23 Fortitude save negates).

Penetrating Strike (Ex): When flanking a creature normally immune to Sneak Attacks, the Seeker is still able to deal half its Sneak Attack dice in damage.

Quad-Weapon Arms:
  • The Seeker's four arms end in fully functional hands that possesses retractable Valyrian Steel Claws (1d6 + 2 + 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 (1-1/2 x Strength).
  • 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.
Commando Construct:
  • Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against the Seeker or an adjacent ally, the enemy provokes an attack of opportunity from it.
  • Tactical Awareness (Ex): The Seeker gains a +4 bonus on Initiative checks. Additionally, it is never considered an unaware combatant and is always able to act in the surprise round. It is still Flat-Footed in the surprise round until it acts.
  • Brutal Attacks (Ex): When the Seeker makes two successful melee attacks against the same target in a single 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 Seeker Strength modifier.
  • Energized Alacrity (Su): Once per minute as a Swift Action, the Seeker temporarily enhance its speed to a great degree. When doing so, the Seeker gains a +30-foot bonus to all of its movement speeds for one round. Additionally, when making a full attack during this round, the Seeker can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Anti-Magic Specialization:
  • Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Detect Magic spell.
  • 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. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 12 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected.
  • Vulnerability to Chaos (Su): 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.
Equipment:

Animated Extreme Adamantine Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +4 Strength, +4 Dexterity, +4 Constitution
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  3. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  4. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Celestial Glamered Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 13.75 pounds
  1. Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
  2. Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Greater Amulet of Protection from Evil:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Earring of Arcane Acuity: +2 Wisdom, +5 Resistance bonus to saving throws
  1. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  2. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greatreach Soulfire Bracers of Quickstrike:
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Weapons:
  • (x4) Keen Razor-sharp Valyrian Steel Thinblades (+3): (1d8+4; 15-20/x2)
    • (x2) Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
    • (x1) Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
    • (x1) Greater Weapon Crystal of Demolition: The dagger inflicts an additional +1d6 damage to Construct, is treated as Adamantine for the purpose of bypassing Damage Reduction, and can be used to deliver Sneak Attack and Critical Hits against Constructs as if they were living creatures.
Equipment: Animated Extreme Adamantine Shield (+1; w/Lesser Crystal of Arrow Deflection), Bead of Newt Prevention, Belt of the Battle Master (+4 STR, +4 DEX, +4 CON), Boots of the Battle Charger, Celestial Glamered Reinforced Segmented Mithral Fullplate (+3; w/Greater Ironward Diamond), Greater Amulet of Protection from Evil, Greater Earring of Arcane Acuity (+2 WIS, +5 Resistance), Greatreach Soulfire Bracers of Quickstrike, Handy Haversack, Keen Razor-sharp Valyrian Steel Thinblade (+3; x2 w/Greater Crystal of Life Driking, x1 w/Greater Crystal of True Death, x1 w/Greater Crystal of Demolition), Mind Blank Ring, Muleback Cords(Slotless)
This is the one we gravitated toward.
 
The Seeker seems like an ambush predator. Anti-Magic field, attack an unaware mage and have them lose their most powerful spells one after the other with four brutal attacks.
 
If we can alter the Seeker to take orders from other designated controllers, it would pair really well with one of the new Mind Dragons. The Mind Dragon provides transportation and magical support, while being a pretty good combatant on its own, while the Seeker serves as the murderblendering muscle of the duo.
 
If we can alter the Seeker to take orders from other designated controllers, it would pair really well with one of the new Mind Dragons. The Mind Dragon provides transportation and magical support, while being a pretty good combatant on its own, while the Seeker serves as the murderblendering muscle of the duo.
They will make excellent headhunters. Imagine them ambushing enemy commanders in the middle of a pitched battle. :evil:
 
Maybe we should make eight more Seekers then, and five more Mind Dragons.

They can be our Nazgul. :evil:

(Mostly joking)
 
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