Seeker of Forms (3.5e Prestige Class)
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Seeker of Forms[edit]
"There is a great amount of power in adaptability. The more forms one unlocks, the more adaptable, and therefore, the more powerful he becomes. The Druidic Council does not condone this path. They are stuck in their old ways" --Notlad, the first Seeker
"Seekers" are people who possess the innate ability to assume other forms and have a particularly high affinity for shape changing. Seekers see the beauty in all of natures forms, not just animals and elementals.
Becoming a Seeker of Forms[edit]
Seekers are most often Druids or wildshape variant Rangers who wish to expand their shape shifting power. Just like Druids, Seekers are usually Elven races or Humans. It is not impossible for an outsider humanoid shape shifter (such as a shifter or doppelganger) to become a Seeker, but it is extremely rare.
Mental stats such as Wisdom, Intelligence, and Charisma are most important for Seekers since they take the physical stats of whatever form they assume. The most important stat depends on what a Seeker does most. Wisdom could be very valuable for Seeker that has previous levels in Ranger and/or Druid. Seeker's also can be masters of espionage and infiltration with their abilities, so intelligence is important for skill points, and high charisma is needed for better success in blending in behind enemy lines.
Alignment: | Any (does not override any previous class requirements. For example, a seeker that was once a druid must remain neutral to some degree). |
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Skills: | Spot - 10 Ranks, Survival - 10 Ranks |
Attributes: | Intelligence - 16 (18): Seekers must be intelligent in order for them to be able to unlock their shapeshifting ability and to master forms that are unfamiliar to them. |
Feats: | Any one wild shape feat (ex. eagle's wings, oaken resilience, lion's pounce, etc) |
Special: | Must have some sort of shape shifting supernatural ability such as Wild Shape, or Change Shape. Note: Alternate Form and Polymorph spells (polymorph, alter self, the shapechange spell, etc) do not count. |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Greater Wild Shape (Animal; Tiny), Shifter’s Speech | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Greater Wild Shape (Humanoid, Plant), Fast Wild Shape | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +1 | +3 | Greater Wild Shape (Fey, Vermin; Large) | ||||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +1 | +4 | Greater Wild Shape (Monstrous Humanoid; Diminutive), Favored Shape | ||||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +1 | +4 | Greater Wild Shape (Magical Beast), Extraordinary Wild Shape | ||||||||||||||||||||||||||||||||||||
6th | +4 | +5 | +2 | +5 | Greater Wild Shape (Aberration, Ooze; Huge) | ||||||||||||||||||||||||||||||||||||
7th | +5 | +5 | +2 | +5 | Greater Wild Shape (Giant; Fine), Swift Wild Shape | ||||||||||||||||||||||||||||||||||||
8th | +6 | +6 | +2 | +6 | Greater Wild Shape (Elemental, Dragon), Ever Shifting Form | ||||||||||||||||||||||||||||||||||||
9th | +6 | +6 | +3 | +6 | Greater Wild Shape (Construct, Undead; Gargantuan) | ||||||||||||||||||||||||||||||||||||
10th | +7 | +7 | +3 | +7 | Greater Wild Shape (Outsider, Colossal), Supernatural Wild Shape | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Seeker of Forms.
Weapon and Armor Proficiency: Seeker’s gain proficiency with the Quarterstaff, Handaxe, Short sword, Longsword, Shortbow, and Longbow if they are not already proficient. Seeker’s do not gain any proficiency with armor or shields. NOTE: Druid metal armor and shield restrictions still apply. Druids and Seekers are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description, page 246). If a Seeker is proficient with a shield, it must be wooden. A Seeker who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of his supernatural or spell like class abilities while doing so and for 24 hours thereafter.
Knowledge (Extraordinary Creatures): Upon entry into the Seeker prestige class, a Seeker gains a new and unique knowledge skill. This skill combines all knowledge abilities (nature, arcana, planes, etc) in regards to knowledge about creatures that the Seeker can, or eventually will be able to, turn in to. For example, this knowledge works like the nature knowledge skill when using it to determine things about animals, fey, plants, monstrous humanoids, etc. This skill does not, however, let the Seeker have knowledge on any other aspect that the nature knowledge skill would typically give - he must have that specific knowledge skill to know other things about nature. This extends to all other types of knowledge types, but only in regard to information about the creatures therein.
Greater Wild Shape: At 1st level, a Seeker gains the Greater Wild Shape special ability. This has the same rules as the Druid’s Wild Shape ability but gains less and less limitations as the Seeker grows in power. See chart for Greater Wild Shape progression. A Seeker grants an extra use of Wild Shape for each class level gained. Levels stack for Wild Shape from any other class, and they stack with any special race abilities for shape change.
Shifter’s Speech: At 1st level, a Seeker learns to maintain his ability to speak normally (including verbal components of spells) regardless of the form he takes. Furthermore, he can communicate with other creatures of the same kind while in wild shape, if such creatures are normally capable of communicating with each other using natural methods.
Fast Wild Shape: At 2nd level, a Seeker gains the Fast Wild Shape feat as a bonus feat and can use his wild shape ability as a move action, rather than as a standard action.
Favored Shape: At 4th level, a Seeker may choose 1+int modifier form(s) (that he is already familiar with) that he can choose as his “favorite” form(s) and become more proficient with them. Favored shape grants the PC the ability to be more in tune with a particular shape and become more like it. The PC gets the ability to advance creatures up to his HD (incurring all changes that would occur for advancement of HD and/or change in size). The Seeker may also choose what new feats his version of the form has (only new feats that are gained from advancing HD and so long as they are monster feats such as improved natural attack, improved natural armor, snatch, etc), as well as any additional ability scores per 4HD gained. A Seeker may change his favored shape after he has already chosen, but he must spend a considerable amount of time in that form to learn all there is to know about it.
Extraordinary Wild Shape: Starting at 5th level, a Seeker gains the extraordinary special qualities and attacks of any form he assumes with wild shape.
Swift Wild Shape: At 7th level, a Seeker gets the Swift Wild Shape feat as a bonus feat and can use his wild shape ability as a swift action, rather than as a move action.
Ever Shifting Form: At 8th level, a Seeker is reaching the pinnacle of his natural shape changing abilities. From this point on, he can use greater wild shape once per round, as many times per day as he wishes. His type changes to shape changer for determining what effects and items can affect him. In addition, the Seeker no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties he may already have suffered remain in place. Bonuses still accrue, and the Seeker still dies of old age when his time is up.
Supernatural Wild Shape: At 10th level, a Seeker has reached the pinnacle of his shape shifting ability and learns to stretch his power outside of what is natural. The Seeker gains all supernatural qualities and attacks of whatever form he takes.
*Animal Companion: A Seeker does NOT GAIN an animal companion; however, its class levels do stack with any other class levels that allow an animal companion. The levels stack in the same way with the same rules. For example, an ex-Druid Seeker’s animal companion will follow the Druid’s animal companion advancement, and a Ranger Seeker’s animal companion will follow the advancement as a ranger.
CAMPAIGN INFORMATION[edit]
Playing a Seeker of Forms[edit]
Combat: Seekers are usually front line fighters that use their forms to deal out massive damage. Seekers can also be tanks if they have chosen forms with exceptionally high natural armor bonuses and have armor with the wild enchantment.
Advancement: Seeker are usually Druids before they take the prestige class, and most often, seekers continue in the Druid progression after they have completed the Seeker of Forms class progression. Sometimes fully realized Seekers choose to take levels in Ranger instead to further progress their combat prowess.
Resources: Seekers are very rare, so they likely will not have any contact with other seekers except for an old master that taught them the class. Seekers can expect NO help from most Druidic Orders, but can expect the same amount of help as normal Druids would typically receive from commoners and other typical NPCs.
Seekers in the World[edit]
Seekers in the world are VERY similar to Druids. In fact, most people think they are Druids until they witness them using forms that are typically unknown to Druids (assuming the NPC would even have knowledge of what a Druid can do). Seekers usually watch over an area of land and protect it from evil forces or anything that would harm the balance of nature. Occasionally, you will find Seekers on important quests, but it is usually a quest that is somehow tied to their piece of nature and it's safety. Seekers can also be spies, assassins, or other shady figures that use their forms for hiding, sneaking, espionage, and other rogue-like activities. However, only humanoid forms are typically important for those characters, so they may have only dipped into being a seeker, or find disguises in other ways.
NPC Reactions: Normal NPC's see you no differently then they would see a Druid. The only worry a Seeker really has is an old fashioned Druidic Order that is against the manipulation of Druidic power. Most orders are against such manipulation, not all.
Seeker Lore[edit]
Characters with ranks in Knowledge (History) or Knowledge (Nature) can research Seekers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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15 | You've heard of Seekers, but all you know is that they are very rare. |
20 | Seekers are often Druids that choose to gain power in shape shifting rather than magic. |
25 | Seekers are often ousted by their respective Druidic Orders for going against the traditions of Druidism. |
30 | A human Druid named Notlad was the original Seeker. He taught himself to access these forms and used them for many great tasks. Also, a check this high would allow the PC to know of a particular Seeker, or at least have heard of them. |
Seekers in the Game[edit]
Seekers are known for being a bit of a "jack of all trades" class (particularly in a fight). Seekers make fantastic scouts using natural flying animal forms. They can appear as a normal animal of that kind and can scout usually without any resistance. They also make wonderful spies, given they have a good charisma score and good ranks in charisma based skills. Seekers are also very powerful melee combatants depending on the forms they choose.
Adaptation: You can replace any Druid NPC with a Seeker (assuming that they are not in, or have close ties with a Druidic Order). Reminder: Seekers are very rare though, so you should usually have no more than 1 in a single campaign. Seeker of Forms is also a good prestige class for a druid that doesn't wish to focus or use very much spell casting.
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