Arcane Seeker (Rogue/Monk +arcane abilities) [Archive] - Wizards Community

Post/Author/DateTimePost
wkg

01-02-04, 04:55 PM
Summary: I am trying to create a PrC for a Rogue/Monk
multiclass character, who uses the skills of a Rogue,
the unarmed abilities of a Monk and gains arcane
abilities to find and retrieve magic items. The Arcane
Seeker gets his abilities as follows:

Rogue: Hit Dice, Skill Points, Uncanny Dodge, Trap Sense
Monk: BAB, Saving Throws, Fast Movement, Unarmed damage,
Wholeness of Body, Improved Evasion
PrC: Bonus Spells, Arcane Sense, Arcane Strike

Thanks in advance for all comments!

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Arcane Seeker
The Arcane Seeker is adept at finding, retrieving and
using magic items. He is at heart a Rogue but has a lust
for magic. His focus on dexterity skills gives him
excellent abilities at finding traps, opening locks,
stealth and unarmed combat.

He is renown for his abilities and is both friend and foe
of Sorcerers, Wizards and all who have and desire
powerful magic items. These people often seek out and
hire Arcane Seekers to obtain magic items for them and
yet at the same time fear his services will be used
against them.

The Arcane Seeker's special aptitude and deep desire for
magic give him innate arcane senses. These arcane senses
provide spell like abilities that enable him to seek out
and find magic items. Through his study of magic he also
gains very limited spell casting abilities. The spells he
is able to use are ones related to helping him find and
retrieve magic items.

Hit Die: d6

Requirements:
To qualify to become an Arcane Seeker, a character must
fulfill all the following requirements:

Skills: Decipher Script 5 ranks
Knowledge (arcane) 5 ranks
Use Magic Device 6 ranks
Disable Device 6 ranks
Open Lock 6 ranks
Hide 6 ranks
Move Silently 6 ranks
Search 6 ranks
Gather Information 5 ranks
Knowledge (local) 5 ranks

Feats: Dodge, Investigator, Magical Aptitude, Improved
Unarmed Strike and Stunning Fist.

Special Abilities: Evasion

Spellcasting: No arcane spell casting abilities.

Class Skills
The Arcane Seeker's class skills (and the key abilities
for each skill) are Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Concentration (Con), Decipher
Script (Int), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha), Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (arcane) (Int),
Knowledge (architecture and engineering) (Int),
Knowledge (local) (Int), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),
Swim (Str), Tumble (Dex), Use Magic Device (Cha), and
Use Rope (Dex)

Skill Points at each level: 8 + Int Modifier

Class Features
All of the following are class features of the Arcane Seeker
prestige class.


Lvl BAB Fort Rflx Will Special
_1_ +1_+2_+2_+2__Arcane Sense of Touch, Bonus Spells, Uncanny Dodge, Trap Sense +1,
_2_+2_+2_+3_+3__Arcane Sense of Location, Bonus Spells, Fast Movement 10'
_3_+3_+3_+3_+3__Arcane Sense of Vision, Trap Sense +2
_4_+3_+4_+4_+4__Arcane Strike +1, unarmed damage 1d8
_5_+4_+4_+4_+4__Wholeness of Body, Trap Sense +3
_6_+5_+5_+5_+5__Bonus Spells, Improved Uncanny Dodge, Arcane Strike +2
_7_+6_+5_+5_+5__Improved Evasion, Fast Movement 20', Trap Sense +4
_8_+6_+6_+6_+6__Arcane Sense of Touch Improved, Arcane Strike +3
_9_+7_+6_+6_+6__Arcane Sense of Location Improved, Trap Sense +5
10_+8_+7_+7_+7__Arcane Sense of Vision Improved, Unarmed damage 1d10, Arcane Strike +4

Weapon and Armor Proficiency: An Arcane Seeker maintains
all weapon proficiencies earned from other classes.
However, due to their focus on martial abilities, stealth
and dexterity, they may only use Unarmed Attacks or Light
Melee Weapons and Ranged Weapons that are 2 lbs or less.
Using heavier weapons in combat is allowed (following
weapon proficiency rules) but involve experience point or
ability penalties as deemed appropriate by the DM. Arcane
Seekers may not wear armor heavier than leather, but still
incur normal penalties for wearing armor. Arcane Seekers
may wear magical armor of leather or lighter without
incurring any penalties; he is treated as wearing no armor.

Uncanny Dodge (Ex): Starting at 1st level, an Arcane
Seeker can react to danger before his senses would
normally allow him to do so. He retains his Dexterity
bonus to AC (if any) even if he is caught flat-footed or
struck by an invisible attacker. However, he still loses
his Dexterity bonus to AC if immobilized.

Trap Sense (Ex): Starting at 1st level, an Arcane Seeker
gains an intuitive sense that alerts him to danger from
traps, giving him a +1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus to AC against attacks
made by traps. These bonuses raise by +1 every two levels.
Trap sense bonuses gained from multiple classes stack.

Fast Movement (Ex): At 2nd level, an Arcane Seeker gains
an enhancement bonus to his speed of 10'. At 7th level
another enhancement bonus of 10' is gained. An Arcane
Seeker in armor (other than magic armor of leather of
lighter, see Armor Proficiency) or carrying a medium or
heavy load loses this extra speed.

Unarmed Damage: Unarmed damage increases by +2 at 4th
level and again by +2 10th level. For example if unarmed
damage is 1d6 at 3rd level it would be 1d8 at 4th level.

Wholeness of Body (Su): At 5th level or higher, an
Arcane Seeker can heal his own wounds. He can heal a
number of hit points of damage equal to twice his current
Arcane Seeker level each day, and he can spread this
healing out among several uses.

Improved Uncanny Dodge (Ex): An Arcane Seeker of 6th
level or higher can no longer be flanked. This defense
denies a rogue the ability to sneak attack by flanking
him, unless the attacker has at least four more rogue
levels than the Arcane Seeker. If he has levels from the
rogue class, those levels stack to determine the minimum
rogue level required to flank him.

Improved Evasion (Ex): At 7th level, an Arcane Seekers
evasion ability improves. He still takes no damage on a
successful Reflex saving throw against attacks, but
henceforth he takes only half damage on a failed save. A
helpless Arcane Seeker does not gain the benefit of
improved evasion.

Bonus Spells: The Arcane Seeker gains a number of bonus
spells based on his Intelligence ability bonus. To cast a
spell, an Arcane Seeker must have an Intelligence score
of at least 11 + the spell's level. Saving throws against
these spells have a DC of 10 + spell level + Int bonus.
These Bonus Spells occur at 1st, 2nd and 6th levels. The
Arcane Seeker may cast any spell he knows without
preparing it ahead of time. The following table shows the
number of spells known and the spells able to cast per
day based on his level.

Spells Known Spells/Day Spells/Day at
level level at 4th level+
Int Score 1st 2nd 4th 1st 2nd 1st 2nd 4th
11 or less 0 0 0 0 0 0 0 0
12-13 1 0 0 1 0 2 0 0
14-15 2 1 0 2 1 4 2 0
16-17 3 1 0 3 1 6 2 0
18+ 4 2 1 4 2 8 4 1

1st Level: At 1st level the Arcane Seeker has the ability
to know and cast the following spells based
on his Intelligence bonus (see table above).

The Arcane Seekers 1st level spell list:
Detect Poison, Detect Secret Doors, Mage Hand, Open/Close

2nd Level: At 2nd level the Arcane Seeker has the
ability to know and cast the following spells
based on his Intelligence bonus (see table
above).
The Arcane Seekers 2nd level spell list:
Arcane Lock, Knock

6th Level: At 6th level the Arcane Seeker has the
ability to know and cast the following spell
based on his Intelligence bonus (see table
above).
The Arcane Seekers 6th level spell list:
True Strike

Also the number of 1st and 2nd level spells cast per
day is doubled.


Arcane Senses (Sp): An Arcane Seeker develops special
senses related to arcane magic. These arcane senses
provide spell like abilities that enable him to seek out,
obtain and identify magic items. These abilities are
second nature to the Arcane Seeker and may be used at
will.

Arcane Sense of Touch (Sp): An Arcane Seeker can detect
magic auras of items held or touched. The amount of
information revealed depends on how long the item is
studied. (This is similar to the Detect Magic and
Identify spells, but more limited.)

1st round: Presence or absence of magic auras.
2nd round: Strength of aura.
(0-5th faint, 6-11th moderate, 12-20th
strong, 21st+/artifact overwhelming.)
<The following does not function on an artifact.>
3rd round: Determine all magic properties of an item.
4th round: Determine how to activate functions
(if appropriate).
5th round: Determine how many charges are left
(if any).

Arcane Sense of Location (Sp): At 2nd level an Arcane
Seeker can sense the direction of a nearby magic item.
(This is similar to the Locate Object spell.)

For a unique magic item, one that has been observed
firsthand (not through divination), it has a range of
100'/Arcane Seeker level and requires concentrating
for 1 minute. For example he could concentrate on the
specific +2 sword owned by a missing member of his
party in hopes of locating him.

For a general magic item with specific properties, it
has a range of 50'/Arcane Seeker level, will locate
the nearest item matching the description and
requires concentrating for 5 minutes. The Arcane
Seeker can immediately concentrate for an additional
5 minutes to determine the next closest item, if any,
within range. For example he could concentrate on a
ring of invisibility and may find the nearest one is
owned by a member of his party, he could then
continue to concentrate in hopes of finding another
one nearby.

Arcane Sense of Vision (Sp): At 3rd level an Arcane
Seeker can detect magic auras in the field of vision
within 60'. The amount of information revealed depends on
how long a particular area is studied.

1st round: Presence or absence of magic auras.
2nd round: Number of different magic auras and the
strength of the most powerful aura.
(0-5th faint, 6-11th moderate, 12-20th
strong, 21st+/artifact overwhelming.)
3rd round: The strength and location of each aura.
(0-5th faint, 6-11th moderate, 12-20th
strong, 21st+/artifact overwhelming.)

Arcane Strike (Su): At 4th level an Arcane Seeker's
unarmed strikes are empowered with magic. Unarmed strikes
are treated as +1 magic weapons. This bonus raises by +1
every 2 levels.

Arcane Sense of Touch Improved (Sp): An Arcane Seeker can
detect magic auras of items held or touched. The amount
of information revealed depends on how long the item is
studied.

Instant: Presence or absence of magic auras and
strength of aura.
(0-5th faint, 6-11th moderate, 12-20th
strong, 21st+/artifact overwhelming.)
<The following does not function on an artifact.>
1st round: Determine all magic properties of an item,
including how to activate those functions
(if appropriate), and how many charges are
left (if any).

Arcane Sense of Location Improved (Sp): At 10th level an
Arcane Seeker can discern a unique magic item's location
(place, name, business name, building name, or the like),
community, country, continent, and plane of existence
where the object lies. Nothing short of a Mind Blank
spell or the direct intervention of a deity keeps you
from learning the exact location.

For a magic item he has touched at least once, he
must concentrate for 10 minutes.

For a magic item he has not touched, the chance of
success is 1% for every two levels of Arcane Seeker
with the following modifiers: +5% if observed through
divination or +10% if observed first hand. He must
concentrate for 30 minutes per attempt and can only
attempt to locate a specific magic item once per
week.

Arcane Sense of Vision Improved (Sp): At 10th level an
Arcane Seeker can detect magic auras in the field of
vision within 120'. The amount of information revealed
depends on how long a particular area is studied. Once
the number/strength of auras is determined, the auras
remain visible as long as they are within the field of
vision.

Instant: Presence or absence of magic auras.
1st round: Number of different magic auras and the
strength of each aura.
(0-5th faint, 6-11th moderate, 12-20th
strong, 21st+/artifact overwhelming.)

Special: Since the Arcane Seeker continues to focus on
martial abilities used by a Monk, advancement in Arcane
Seeker levels does not count against the Monk restriction
of gaining a new class or raising another class level.
wkg

01-02-04, 04:57 PM
Sorry about the formatting! I used a text file and it looked good when I copied it.