Sun Seeker (Apath)

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Unofficial rules compendium

Dwarf heroes of old were called sun seekers the greatest epic quest they every undertook. Today, a hero taking up the title of sun seeker is calling out his intent to restore the lost glories of the dwarves.

Class Information

This is a prestige archetype.

Prestige Class: Sun seeker.

Build Classes: Ranger.

Role: Sun seekers are tunnel fighters and questers, leading parties of explorers to find and liberate the dwarf citadels of old.

Alignment: Any lawful. Most sun seekers are good and looking to insure the future of the entire dwarf race, but others are merely looking to find a domain for themselves.

Race: Dwarf or Adopted social trait for dwarfs.

Hit Die: d10.

Class Skills

The sun seeker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The following are class features for the sun seeker prestige class.

Weapon and Armor Proficiency

A sun seeker is proficient with all simple and martial weapons, light armor, medium armor, and shields (including tower shields).

Favored Enemy (Ex)

At 1st level, a sun seeker selects a creature type from the favored enemies table. If the sun seeker chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) A sun seeker must select giant, goblinoind, and orc before he can select any other type of favored enemy.

A sun seeker gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A sun seeker may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the sun seeker may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If a specific creature falls into more than one category of favored enemy, the sun seeker's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Sun Seeker Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Track (Ex)

A sun seeker adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A sun seeker can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his sun seeker level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the sun seeker and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The sun seeker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Levels in classes with this and similar abilities stack for the purpose of wild empathy checks.

Find Citadel (Sp)

A 2nd level sun seeker has spent so much time studying the known dwarf citadels of old that he has memorized their locations. He can determine the direction to the nearest known citadel at will, as though using the spell know direction.

Ancestral Allies (Ex)

At third level, a sun seeker gains ancestral allies. He must choose the form these allies take. This choice cannot be changed later. The sun seeker can choose either companion allies, animal allies, or allied lands.

  1. Companion allies allows him to spend a move action to grant his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
  2. With animal allies he can choose an animal companion from the following list: auroch, badger, bear, boar, cat (small), dire rat, dog, monitor lizard, ram, snake (viper or constrictor), or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –2.
  3. Land allies grants the sun seeker the ranger's favoured terrain class feature. At 3rd level, a sun seeker may select a type of terrain from Table: Sun seeker Favored Terrains. The sun seeker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A sun seeker traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the sun seeker may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the sun seeker's bonuses do not stack; he simply uses whichever bonus is higher.
Table: Sun Seeker
Favored Enemies
Type (Subtype)
Aberration
Animal
Construct
Dragon
Fey
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (giant)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Humanoid (other subtype)
Magical beast
Monstrous humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (native)
Outsider (water)
Plant
Undead
Vermin

Endurance

A sun seeker gains Endurance as a bonus feat at 3rd level.

Rune-Carved Armor (Su)

At 4th level, a sun seeker learns how to imbue his armor with a small semblance of the magical resistance his dwarven ancestors were renowned for. Against incorporeal touch attacks, spells, and spell-like abilities, he gains a deflection bonus to touch AC equal to his armor bonus. This bonus can't exceed his sun seeker level. This ability functions only while the sun seeker wears armor.

Spells

Beginning at 4th level, a sun seeker gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A sun seeker must choose and prepare his spells in advance.

To prepare or cast a spell, a sun seeker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sun seeker's spell is 10 + the spell level + the sun seeker's Wisdom modifier.

Like other spellcasters, a sun seeker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sun seeker. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Sun seeker indicates that the sun seeker gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A sun seeker must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A sun seeker may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a sun seeker has no caster level. At 4th level and higher, his caster level is equal to his sun seeker level – 3.

Ancestral Weapon (Su)

At 5th level the sun seeker gains the ancestral weapon ability. By inscribing ancient dwarven runes upon his weapon, a sun seeker forges it into a reflection of the legendary weapons his ancestors once bore. When wielded by the sun seeker against a favored enemy, the weapon deals an additional 1d6 points of damage on a successful hit. As a free action, the sun seeker may also identify the weapon by name when making an Intimidate check against such creatures, granting him a competence bonus on his Intimidate check equal to 1/2 his class level.

At 10th level and every five levels thereafter, the extra damage dealt by the ancestral weapon increases by 1d6, to a maximum of 4d6 at 20th level. Forging a link between a weapon and the legendary weapons of old requires a 24-hour-long ritual, and only one weapon can be designated as an ancestral weapon at a time.

Commune (Sp)

At 6th level, a sun seeker's bond with the spirits of his ancestors grows stronger, allowing him to use the spell commune once per week as a spell-like ability (caster level equal to the sun seeker's class level). He gains another weekly use of the ability at level 12 and again at level 18.

Dwarven Armor Training (Ex)

By studying the arts of his ancestors, the sun seeker learns the secret techniques of his forebears' forges and fighting styles.

At 7th level, the sun seeker gains heavy armor proficiency.

Swift Tracker (Ex)

Beginning at 8th level, a sun seeker can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Darkvision (Ex)

At 9th level, a sun seeker grows more comfortable operating in the lightless depths of the dwarven ancestral homelands. He gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet.

At 14th level, the range of the sun seeker's darkvision increases by an additional 30 feet.

Runes of Resistance (Su)

At 13th level, a sun seeker can use his armor to shrug off all manner of magical attacks for a short period of time. As a move action, the sun seeker can gain spell resistance equal to 5 + his Hit Dice if wearing light armor or 10 + his Hit Dice if wearing medium or heavy armor. Dismissing this ability is a swift action. A sun seeker can use this ability for a number of rounds per day equal to his class level. These rounds need not be consecutive.

Paths of the Ancients (Ex)

Other labyrinths pale in comparison to the tangled maze of tunnels left behind by the ancient sun-seeking dwarves.

At 16th level, a sun seeker gains immunity to the maze spell and cannot become lost while exploring subterranean environments.

Stalwart (Ex)

At 17th level, a sun seeker has honed his mental resiliency to avoid certain attacks. If he succeeds at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can be used only if the sun seeker is wearing light armor, medium armor, or no armor. A helpless sun seeker does not gain the benefit of the stalwart ability.

Call to Arms (Sp)

At 18th level, a sun seeker grows so attuned with the spirits of his ancestors that he can channel them into the physical world to battle his enemies. Once per day as a swift action, he can summon up to 1d4+1 ghostly dwarven allies, who must appear within 60 feet of the sun seeker. These dwarves function exactly as an ally produced by the spell spiritual ally (caster level equal to the sun seeker's class level), except that they always appear as dwarves wielding warhammers and they share the sun seeker's favored enemy and favored terrain bonuses (if any). On subsequent turns the sun seeker can direct a single dwarven ally to move as a swift action, or he can direct multiple allies to move simultaneously as a move action.

Master Quester (Ex)

A sun seeker of 20th level becomes a master quester. He can always move at full speed while using Survival to follow tracks or a difficult trail without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the sun seeker's level + the sun seeker's Wisdom modifier. A sun seeker can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A sun seeker can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Table: Sun Seeker

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Cell defense +1, smuggling cell, swift traveler +10 ft.
2nd +2 +3 +3 +0 teamwork feat
3rd +3 +3 +3 +1 Endurance, 1st favored terrain
4th +4 +4 +4 +1 Hunter's bond 0
5th +5 +4 +4 +1 Cell defense +2 1
6th +6/+1 +5 +5 +2 teamwork feat 1
7th +7/+2 +5 +5 +2 Woodland stride 1 0
8th +8/+3 +6 +6 +2 Grant Endurance, 2nd favored terrain 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 Cell defense +3, teamwork feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Smuggling cell (60 ft.), swift traveler +20 ft. 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd favored terrain, smuggling cell (move action) 3 2 1 0
14th +14/+9/+4 +9 +9 +4 teamwork feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Cell defense +4 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Smuggling cell (90 ft.), hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, teamwork feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Grant woodland stride, smuggling cell (swift action) 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Cell defense +5, grant mastery 4 4 3 3

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Favored Enemy (all)
  • Wild Empathy
  • Track
  • Combat Style Feats (all)
  • Hunter's Bond
  • Quarry
  • Quick Tracker
  • Improved Quarry
  • Master Hunter