Dark Seekers (3.5e Template)
Dark Seeker[edit]
“ | It is said that the vampyre lords of Nial formed the first dark seekers from heroes who had fallen in battle with that dark realm. And you know what? After last night, I believe it. | ” |
—Dain, elf bard, after narrowly escaping from dark seekers. |
Sample Dark Seeker[edit]
Dark Seeker, 8th level elf fighter[edit]
Medium Undead (augmented humanoid) HD: 8d12 +3 (55 hp) Init: +11 Speed: 50 ft AC: 28 (+7 dex, +5 armor, +4 dark blessing, +2 natural) BAB/Grapple: +8/+11 Attack: +2 longsword +14 melee (1d8 +7 18-20) or mwk dagger +12 melee (1d4 +3 + poison 1d6 str primary and secondary, fort dc 15), or mwk composite longbow (+3 str bonus) +16 ranged (1d8 +3 /x3) Space/Reach: 5ft/5ft Special Attacks: Energy drain, spell-like abilities Special Qualities: Detect magic, resistance to electricity and cold 10, resistance to fire 5, SR 13, turn resistance +2, DR 10/magic, fast healing 5, weakness'. Saves: Fort +10, Ref +15, Will +6. Abilities: strength 16, dexterity 24, constitution -, intelligence 14, wisdom 10, charisma 18. Skills: move silently +30, hide +28, listen +23, spot +23, search +21, bluff +15, sense motive +9. Feats: dodge, mobility, spring attack, lightning reflexes, combat reflexes, improved initiative, toughness, weapon focus (longsword), weapon specialization (longsword), stealthy, quickdraw, alertness, combat expertise, whirlwind attack. Environment: Nial Organization: solitary, pair, or trio. CR: 10 Treasure: standard Alignment: usually neutral evil Advancement: by character class LA: +5
Creating a Dark Seeker[edit]
"Dark Seeker" is an acquired template that can be added to any humanoid, giant, or monstrous humanoid of at least 3 HD.
Size and Type[edit]
The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice[edit]
Change all HD to d12's and re-roll hit points.
Speed[edit]
Add 10 ft. to the dark seeker's speed.
Armor Class[edit]
The dark seeker gains +2 natural armor. In addition, see dark blessing.
Attack[edit]
attack is unchanged.
Special Attacks[edit]
- Energy Drain (su): a dark seeker can make a melee touch attack that deals 1d4 constitution damage. DC save 10 + dark seekers charisma modifier.
- Spell-like abilities: at will: Haste, Invisibility,Fear, Darkness, Tongues. 3/day: Charm Person, Fog Cloud. save dcs are charisma based. caster level equal to HD.
Special Qualities[edit]
- +4 turn resistance.
- Dark blessing (su): a dark seeker can add its charisma bonus to its AC and saving throws.
- Resistance to electricity and cold 10, and fire 5.
- DR 10/magic.
- SR 10 + HD.
- Fast healing 5.
- Detect Magic (su): a dark seeker constantly has a Detect Magic effect around itself.
- Weakness's: a dark seeker cannot use any spell-like abilities, it's detect magic ability, energy drain, fast healing, or dark blessing ability if exposed to direct sunlight, and suffers a -4 penalty to strength and dexterity. a dark seeker cannot cross running water (unless on a ship), and if submerged in running water, loses 1/3 of its hp each round (as a vampire).
Abilities[edit]
+2 strength, +6 dexterity, constitution -, +2 intelligence, +2 wisdom, +4 charisma.
Skills[edit]
+8 bonus to move silently, hide, search, spot, listen, bluff and sense motive checks.
Feats[edit]
A dark seeker gains Dodge, Mobility, Spring Attack, Lightning Reflexes, Improved Initiative, and Combat Reflexes as bonus feats.
Environment[edit]
Nial.
Organization[edit]
Dark Seekers are generally found only singly, in pairs, or in trios, but sometimes the vampyre lords will gather a great number together.
Challenge Rating[edit]
as base creature +2
Treasure[edit]
Standard.
Alignment[edit]
any non-good.
Advancement[edit]
by character class.
Level Adjustment[edit]
+4
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