SeeD (3.5e Class)
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[edit] SeeD
| “ | "We're SeeD... Special Forces." | ” |
| —Squall Leonheart. | ||
Seeds are mercenaries that are typically hired out from their home base, normally called a Garden. Gardens generally take in orphans and train them to be a Seed. Once a Trainee reaches the age of 16 they are faced with a choice. they can leave the garden with their training to pursue a different life path, or they can attempt the Seed Graduation Test. Should they pass, they are accepted into the ranks of the Seed where they are given room, board, and a steady check.
[edit] Making a SeeD
The good thing about running a Seed is that just about any character layout can be a Seed. a weak point many a Seed can fall into is being too diverse and not focusing enough on what they really want their character to be. SeeDs are trained in two forms of Desperation Attack. either Para-magic blast, or Overwhelm. Player must choose which feat to have, and cannot change their maneuver later.
Abilities: any point spread for stats work well for the SeeD. Wisdom works well if the SeeD chooses to concentrate on Draw-Cast power. If the SeeD concentrates on physical power, then Strength and Dexterity would be good bets. Con and Charisma are always great secondary abilities to any well-rounded SeeD for survivability and the social tact needed for the more subtle missions.
Races: Most races are equally probable in becoming a SeeD. Though non-humanoids are more rare then humanoids, none are excluded.
Alignment: Any neutral. Seeds that are trained under garden have a very... fluid Alignment, as is needed. one day they could be saving an orphanage from a stampeding T-Rexaur, The next they could end up being on the wrong side of a war. anyone can hire a SeeD, and they have the training and mental discipline to put the job ahead of such things as alignment.
Starting Gold: 1D20 * 10 gp.
Starting Age: Moderate, as Fighter.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +2 | Draw Magic; Draw-Cast; Desperate Blow: Extra Feat | 3 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +3 | Read Magic (at will) | 4 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +3 | Detect Magic (at will); Extra Feat | 4 | 2 | 1 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +4 | Spell Recognition; | 4 | 3 | 2 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
| 5th | +3 | +1 | +4 | +4 | Desperate Attack | 3 | 2 | 1 | — | — | — | — | — | — | |||||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +5 | Extra Feat | 4 | 3 | 3 | 2 | — | — | — | — | — | — | ||||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +5 | Improved Draw; | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | ||||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +6 | +6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||||||
| 9th | +6/+1 | +3 | +6 | +6 | Extra Feat | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | ||||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +7 | +7 | Desperate Strike | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | ||||||||||||||||||||||||||
| 11th | +8/+3 | +3 | +7 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +8 | +8 | Extra Feat | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | ||||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +8 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +9 | +9 | Extra Feat | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | ||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +9 | +9 | Improved Desperate Strike | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | ||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +10 | +10 | Greater Draw Magic; Extra Feat | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | ||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +12 | +12 | Font of power; Extra Feat | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | ||||||||||||||||||||||||||
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Class Skills (4 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the SeeD.
Weapon and Armor Proficiency: The SeeD is proficient with Light armor but no shields. The SeeD is proficient with all simple weapons and either 1 Martial weapon of choice OR 1 Exotic weapon of choice.
Spells: The SeeD does not gain any spells known per level, but has spells per day as a wizard of their level, using Wisdom to determine Spell save DC's and Bonus Spells per day. The SeeD is a spontaneous caster.
Draw Magic (Sp): The SeeD is able to 'draw' spells (but not spell-like or supernatural abilities) from any being who is able to cast spells. To Draw Magic, the SeeD first needs to successfully do a ranged touch attack, choose the level of spell Drawn, then succeed on an opposed caster level check. IF it succeeds, The SeeD now chooses a Spell-level that he is able to cast spells from, and gains 1d2 uses (in total, though more may be added in later uses of this ability, to a maximum of 5 'stored' uses of that spell) of a spell that the target either knows (if spontaneous caster) or has memorized (if target needs to memorize spells.). This ability, when used against a spell caster consumes an equal amount of the prepped spells of the same name, or a spell slot of the same level spell(Draw Fails if there are no spell slots or prepped spells of the same name.) Use of this ability is a standard action, and provokes attacks of opportunity in close combat as spell-casting does. Range of this ability is Close (25 ft. + 5 ft./2 levels). Draw magic can only be used once per round and can only be used against hostile targets. any attempt to use against allies has a 20 percent chance of doing 1D20 Damage to both Drawer and target.
Draw-Cast (Sp): Draw-cast functions in most ways like Draw Magic, with some differences. First, Draw-cast requires a full-round action to use. Second, Draw-cast only grants ONE use of the spell Drawn, but that is cast right at the end of the full-round action by the SeeD, unless the casting time of the spell was more than 1 round. If casting time is more than 1 round, casting time remains the same. Third, the Casting Level when casting that spell is reduced when the SeeD casts the spell, in all regards except for deciding if the SeeD is able to cast the spell. Casting Level is full at 4 or more spell-levels below highest Spell-level the SeeD can cast, three-quarters if 2-3 spell-levels lower, and half if equal or 1 lower than highest spell-level. The Draw-cast caster level penalty always rounds down to nearest, but cannot make caster level less than 1. This ability is a spell-like ability usable class level times per day, and does not use The SeeDs spell-slots(It does consume a prepped Spell/Spell Slot from the target, as draw does, this can be used on friendly targets with no backlash).
Desperate Blow (Ex): When a Players Health drops below 20 %, once a day, they may use Desperate blow. Should they have chosen Para-Magic at Character Creation then the next Draw/Draw-Cast spell they they use is used as if under the effects of Maximize spell(Feat). Should they have picked overwhelm they can strike the enemy equal to their normal amount of attacks, In both Situations when the attack rolls are made, the target only successfully dodges on a natural 20 to dodge, or if the attacker rolls a natural 1. all other rolls are treated as if the target failed the dodge roll. this takes one normal attack action to complete, and when the attack completes the SeeD is considered helpless for his next turn.
Spell Recognition (Ex): When using Draw Magic or Draw-cast, the SeeD will now be able to recognize the spells that he still has stored (on spell-level chosen), and also know the number of unknown spells of the targeted spell-level. If using Draw Magic or Draw-cast, and targeting a spell-level at least 2 levels lower than the highest spell-level the SeeD can potentially cast at his level, he can now CHOOSE the spell Drawn or Draw-cast. If the SeeD chose an unknown spell, the target is randomized as normal, except it is only amongst the unknown spells of that spell-level instead.
Desperate Attack (Ex): When a Players Health drops below 20 %, once a day, they may use Desperate Attack(This replaces Desperate Blow). Should they have chosen Para-Magic at Character Creation then the next Draw/Draw-Cast spell they they use is used as if under the effects of Maximize spell and Enlarge Spell. Should they have picked overwhelm they can strike the enemy equal to double their normal amount of attacks, In both Situations when the attack rolls are made, the target only successfully dodges on a natural 20 to dodge, or if the attacker rolls a natural 1. all other rolls are treated as if the target failed the dodge roll. this takes one normal attack action to complete. when the attack completes the SeeD is considered helpless for his next turn.
Improved Draw: Draw Magic is now a move action (to draw 1d2 uses) or a standard action (to draw 1d4 uses). Draw-cast is now a standard action. The Spell user can now store 10 Spells of a single name.
Desperate Strike (Ex): When a Players Health drops below 20 %, once a day, they may use Desperate Strike(This replaces Desperate Attack). Should they have chosen Para-Magic at Character Creation then the next Draw/Draw-Cast spell they they use is used as if under the effects of Maximize spell, Enlarge Spell, and Repeat Spell. Should they have picked overwhelm they can strike the enemy equal to triple their normal amount of attacks, In both Situations when the attack rolls are made, the target only successfully dodges on a natural 20 to dodge, or if the attacker rolls a natural 1. all other rolls are treated as if the target failed the dodge roll. this takes one normal attack action to complete and the SeeD is considered Stunned for his next turn.
Greater Draw: Draw Magic can be used as a Swift action (to draw 1d2 use), a Move action (1d4 uses), or a Standard action (1d6 uses). Draw cast now has full Casting Level at 3 or more spell-levels below highest Spell-level the SeeD can cast, three-quarters if 1-2 spell-levels lower, and half if equal to the highest spell-level he can Draw. The Draw-cast caster level penalty always rounds down to nearest but cannot make caster level less than 1. The SeeD can now store 15 spells of a single name.
Improved Desperate Strike (Ex): When a Players Health drops below 20 %, once a day, they may use Improved Desperate Strike (This replaces Desperate Strike). Should they have chosen Para-Magic at Character Creation then the next Stored/Draw-Cast spell they cast is used as if under the effects of Maximize spell, Enlarge Spell, and Repeat Spell. This does not consume a saved spell. Should they have picked overwhelm they can strike the enemy equal to Quadruple their normal amount of attacks, In both Situations when the attack rolls are made, the target only successfully dodges on a natural 20 to dodge, or if the attacker rolls a natural 1. all other rolls are treated as if the target failed the dodge roll. this takes one normal attack action to complete. the SeeD is considered Stunned for his next action
Font of power: The SeeD can store 20 spell uses, And Desperate attack can be initiated at 40% hp instead of 20%, and The SeeD is not Stunned for for his next action.
[edit] Class Feats
Painful Draw: When Draw Magic is used as a standard action and succeeds, the target must take a will save, (DC 10 + ½ SeeD level + SeeDs wisdom modifier), or be Shaken for one round. (Prerequisites: Wis 16, Greater Draw)
Draw-Counter: If the SeeD uses a move ready action to use this ability, When an enemy caster uses a spell he may make a Spellcraft check to identify the spell cast. If this succeeds, he can make an opposed caster level check at +4 (and if not, at -4), to draw the spell as it is cast, absorbing it and preventing its effect. This effect works in the same way as draw magic (but only the one use of the spell). Draw-Counter may be used in the same round as regular draw magic, and counts as one use of Draw-counter. (Prerequisites: Wis 16, Int 16, Spell Recognition)
Attack Junction: A SeeD with the max amount of a spell they have stored can choose to apply half of the effects to their own attacks (ex. a 20th level SeeD has 20 Fireball spells, he can choose Junction Fireball to his attacks. if he does his damage is converted to fire and he does 5D10 dmg instead of his normal DMG. -OR- a 20th level SeeD has 3 Searing hand spells junction to his attack, he will now do 3D5 Fire DMG instead of normal DMG)Status effects( Such as stat damaging spells and poison percentage) have a 25% chance of affecting target on hit. should a spell have no base damage, then the SeeD uses his base weapon damage for damage. should, during a battle, a SeeD use a spell that drops him below his current junction, the junction effect will alter accordingly, or disappear if there are no more of the spell available for junction. Junction time is a period of rest at least one hour in length per junction,however DE junctioning can happen at will.
Defense Junction: A SeeD has the max amount of a single spell they can hold, they can choose to apply half of the spells effects to themselves. For cure spells, the SeeDs Permanent HP grows by half the amount that can be healed by the spells. thus if a 20th level has 20 cure critical wounds and they junctioned it to themselves, their max hp would jump but 360 points. summon spells have no effect and spells that grant bonuses only grant bonuses so long as the SeeD continues to have all twenty spells(ex. if player has 20 detect undead spells equipped, it would be like having detect undead as an at-will spell like ability). The same does not apply to stat enhancing spells (ex. if a player has twenty bulls strength spells stored, they do not get + 40 to strength, they only have a +2 to strength). If a SeeD Junctions a spell normally used for attacks, they gain DR equal to half the max damage the spell could do before taking damage from said source. should, during a battle, a SeeD use a spell that drops him below his current junction, the junction effect will alter accordingly, or disappear if there are no more of the spell available for junction. Junction time is a period of rest at least one hour in length per junction,however DE junctioning can happen at will.
Advanced Attack Junction: When a SeeD has any amount of a single spell they can hold, they can choose to apply all of the spells effects to their own attacks (ex. a 20th level SeeD has 20 Fireball spells, he can choose Junction Fireball to his attacks. if he does his damage is converted to fire and he does 10D10 dmg instead of his normal DMG.)Status effects( Such as stat damaging spells and poison percentage) have a 50% chance of affecting target on hit. should a spell have no base damage, then the SeeD uses his base weapon damage for damage. should, during a battle, a SeeD use a spell that drops him below his current junction, the junction effect will alter accordingly, or disappear if there are no more of the spell available for junction. Junction time is a period of rest at least one hour in length per junction,however DE junctioning can happen at will.
Advanced Defense Junction: A SeeD has the any amount of a single spell they can hold, they can choose to apply all of the spells effects to themselves. For cure spells, the SeeDs Permanent HP grows by half the amount that can be healed by the spells. thus if a 20th level has 10 cure critical wounds and they junctioned it to themselves, their max hp would jump 360 points. summon spells have no effect and spells that grant bonuses only grant bonuses so long as the SeeD continues to have all twenty spells(ex. if player has 20 detect undead spells equipped, it would be like having detect undead as an at-will spell like ability). The same does not apply to stat enhancing spells (ex. if a player has twenty bulls strength spells stored, they do not get + 80 to strength, they only have a +4 to strength). If a SeeD Junctions a spell normally used for attacks, they gain DR equal to half the max damage the spell could do before taking damage from said source. should, during a battle, a SeeD use a spell that drops him below his current junction, the junction effect will alter accordingly, or disappear if there are no more of the spell available for junction. Junction time is a period of rest at least one hour in length per junction,however DE junctioning can happen at will.
Overwhelm Master: SeeDs that have raveled down the overwhelm path have learned how to truly fuel their desperation into their attack. the amount of times they hit is doubled, with the last attack being treated as if it was a critical and the SeeD had rolled max damage on the attack. the destructive force however is so strong that the SeeD will be considered helpless for a turn(this overrides all Desperate feats). the Desperation attack can be done twice a day now, though their HP must still drop below the required amount for a desperation attack to be possible.
Paramour of Para-magic: Those who have mastered Para-Magic can, twice a day, cast a single spell. This spell is treated as if affected by Maximize spell, Enlarge Spell, Repeat Spell, and does not consume a spell from the stored spells list. this spell can be Dual Cast (meaning four spells are cast over all) and the spells are all treated as if they have spell surgeon. the destructive force however is so strong that the SeeD will be considered helpless for a turn(this overrides all Desperate feats). the Desperation attack can be done twice a day now, though their HP must still drop below the required amount for a desperation attack to be possible.
[edit] Human SeeD Starting Package
Weapons: Gunblade (Exotic weapon, Melee, 2D12 DMG on hit, 18-20 Crit Rating).
Skill Selection: Diplomacy (cha) 4, Gather Information (cha) 4, Sense Motive (wis) 4, Spellcraft (int)4
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"-> |
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat:
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: 10 Gold
[edit] Campaign Information
[edit] Playing a SeeD
| This section needs a more complete description. For more information please look here |
Religion: The types of religion and deity worship among the Seed is as various as the group itself. just about any god goddess can find a worshipper in their ranks.
Other Classes: SeeDs have no problem with most classes, though obviously they find spellcasters to be untrustworthy for the most part.
Combat: The usual combat role for a SeeD is to target enemy spellcasters, though they can fill just about any need in the group if given the proper time to prepare. they also specialize in holding enemy threat until its time to use their desperation attack, though often without a healer or backup tank it an be hard for them to recover after such a manuever.
Advancement: A SeeD can cross-class or prestige without losing access to their to Draw ability or their Desperation attack, though if they cross-class into a spell-casting class the Draw-Cast SPD are treated as completely separate from the new classes SPD. normally a SeeD who sticks with the job for a long time will go on to be a teacher at one of the Gardens they are familiar with.
[edit] SeeDs in the World
| “ | "Right and wrong are not what separate us and our enemies. It's our different standpoints, our perspectives that separate us. Both sides blame one another. There's no good or bad side. Just two sides holding different views. | ” |
| —Squall Leonheart, Human SeeD, thoughts after being asked if it helped complete a mission if you knew your enemy was pure evil. | ||
Daily Life: While still in The Garden and training to be a SeeD, students follow a strict regiment. Once they leave the Academy, their training tends to stick with them.
Notables: Squall Leonheart, Quistis Trepe, Seifer Almasy, Zell Dincht, Selphie Tilmitt, and Irvine Kinneas.
Organizations: Normally the only times SeeDs gather is when they are on a similar paid endeavor, when they are part of the same graduating class, or when they have been called together to subdue a Spellcaster who has grown to be a threat to one of the gardens or the gardens current country.
NPC Reactions: Warriors that have to go up against spellcasters find a SeeD or two works out wonderfully against their enemies, while Spellcasters find SeeDs to be untrustworthy and bothersome at best.
[edit] SeeD Lore
Characters with ranks in Knowledge (Local) for areas with a garden in them or Knowledge (Mercenary groups) can research Seeds to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | Seeds are a group of mercenaries hired from places called Gardens for various jobs, and a well prepped SeeD Group is a very formidable figtng force. |
| 10 | While Costly, Seeds are very effective in combat, especially against spell Users because they can steal spells from them. |
| 15 | Seeds have an ability known as the Desperation Maneuver, which has been known to fell many an opponent who thought they had ended the SeeDs life. |
| 20 | The reason Seeds were created in their homeland was to hunt down and kill sorceress' if they grew to strong in either their natural magic, or politically. This is because their history is littered with Sorceress' who rose in power and commited horrible acts of violence. |
[edit] Seeds in your Game
If a Player is running a Seed with a group it will normally be for a few reasons, either the group is on a mission that the Seed was paid to complete, the group paid for the seed to be in your group (10 GP * Seed Level, Half of which goes to the Seed themselves, or the Seed has decided to travel with the group while waiting for a new mission from their Garden. should a SeeD travel with the group of their own volition then the Garden will pay the normal seeD cut at weekly, Bi weekly, or monthly per DM choosing).
Adaptation: This class works well in multiple Scenarios. the DM only need remember to have the garden occasionally send a mission to the SeeD and the group he or she is travelling with, and of course, the paycheck..
Sample Encounter: while camping one night, a dim light in the distance grabs the parties attention. upon investigation, they find a group of soldiers attacking the village. in a good campagn, the group will help kill/divert the group of soldiers attacking the village. a few similairily dresed soldiers will come out of the village and thank them for the help. if the group asks why the two groups fighting styles and clothing are similar, then it will be explained that both groups of fighters come from a Garden and that both parties paid to have some of the Seed fight for them. If an evil Campaign, the group will help wipe out the Village and take a mid grade artifact from teh ruins. if questioned the attacking Seeds will explain the same thing to the group.
EL 5/15: EL rating varies in combat per group, a single SeeD would have a difficult time against a pure physical group, whereas agaisnt a group of spell casters a Single Seed could wipe them out. Also from PL 5 to 12 have your SeeDs Junctioned on their attack slots, from 13 to 20 have a Defense junction as well.
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