Seeker (3.5e Class)
From D&D Wiki
An Allomancer burning Bronze is able to determine if someone else is using Allomancy in the immediate area. With practice, an Allomancer can determine the location of the other Allomancer, which metal the other Allomancer is burning, and to what extent the other Allomancer is burning his or her metal. An exceedingly powerful Allomancer is able to pierce the "invisibility" of copperclouds. They are odd and mysterious people who are happy living in the wilds as much as they are in the cities. A Misting who can only burn Bronze is known as a "Seeker".
Making a Seeker
A Seeker is built to hunt fellow Allomancers and are often hired by nobles or the Steel Ministry to hunt and aid in the killing of rogue Mistings. Other than a Mistborn, they are the only people able to track and find allomancers that wish to remain hidden. It is said once a Seeker spots your trail, you can’t shake them.
Abilities: Wisdom first and foremost, since many of the abilities of this class rely on high modifiers, then Constitution and Strength for combat purposes.
Races: Most that are found are half-elves, though humans, dwarves, and even a few exotic races have shown the ability.
Alignment: Any non-lawful.
Starting Gold: 6d10×10 gp (330 gp).
Starting Age: Moderate
|1st||+1||+2||+0||+2||Hunter’s Sense, Burn Metal|
|2nd||+2||+3||+0||+3||Dauntless, Favored Enemy (1st Selection)|
|4th||+4||+4||+1||+4||Skill Focus Sense Motive|
|6th||+6/+1||+5||+2||+5||Favored Enemy (2nd Selection)|
All of the following are class features of the Seeker.
Weapon and Armor Proficiency: Proficient with all armors, no shields, and these specific weapons: daggers, short swords, long swords, scimitars, greatswords, bastard swords, two-bladed swords, and fullblades.
Hunter’s Sense (Ex): The Seeker doesn’t trly on the senses like a Tin eye to find what they are looking for. While burning their bronze, a Seeker is able to sense other Allomancers that are burning metal. A small red line extends from the Seekers stomach to other Allomancers that are burning metal. This extends out to forty feet.
Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is considered a swift action and is required to use any ability that extends out from the metal. As each metal burns at a different rate the table below shows how many actions can be used for each reserve of metal. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death. At 1st level a Seeker learns the power of burning bronze. This allows an allomancer to “sense allomancers”, allowing a +7 to spot or search checks when a metal object is being manipulated or target is burning metal. When an Allomancer burns bronze, translucent blue lines that are visible only to him extend out to metal burners around him for up to 40 feet.
|Impure Metal Burning||Roll Result|
|No Negative Effects||1-20|
|Minor Metal Sickness (-30% HP)||21-40|
|Moderate Metal Sickness (-50% HP)||41-60|
|Major Metal Sickness (-50% HP, -2 Str, -2 Dex)||61-80|
|Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con)||81-100|
|Metal||Metal’s Ability||Ability Burn Rate|
|Tin||Enhance Senses||20 Actions|
|Bronze||Seeker Sense||18 Actions|
|Zinc||Riot Emotions||14 Actions|
|Brass||Sooth Emotions||14 Actions|
|Copper||Copper Cloud||10 Actions|
|Pewter||Predator’s Grace||8 Actions|
|Steel||Steel Push||8 Actions|
|Iron||Iron Pull||8 Actions|
|Atium||Glimpse Future||1 Action|
Dauntless (Su): A Seeker when burning Bronze is able to see the path an allomancer that has burned metal within thirty minutes time.
Track : To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check).
Bounty Tracker (Su): A Seeker is well versed on finding people who wish to be hidden or can hide in plain sight. When burning bronze you can sense when people are lying. A Seeker gains a +5 to his sense motive roll when he believes a person his is questioning is lying.
Allomantic Invulnerability (Su): A Seeker simply knows when an Allomancer is going to attack. By burning four actions worth of bronze, they are able to halt all damage from an Allomancer’s attack. Recharge for 1d6 rounds when the duration is up.
Human Seeker Fugitive Starting Package
Weapons: Dagger, (1d4, crit. 19-20/ × 2, range 10 ft, slashing/piercing, light). Fullblade, (2d8, crit. 19-20/ × 2, slashing, two-handed).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Gear: Clip Mail (Medium armor, +4 AC, +3 Max Dexterity, -4 Armor Check Penalty, 20 ft speed).
Gold: 400 gp.
Playing a Seeker
Other Classes: At higher levels, a healer's nightmare, though not exactly by choice. Gets along with combat-focused fighters, can tolerate rogues and other stealth-based classes, pities clerics and other divine-minded casters, and looks at arcane casters with suspicion.
Combat: The Allomancer-killer, and a damage dealer.
Seekers in the World
|“||You can’t hide from me, I can feel your power.||”|
|—Fenris, Human Seeker|
Organizations: It is rare that they will meet another of their kind, and when they do, they will stick together for a while then go their separate ways.
NPC Reactions: They tend to be respected by those who have seen them fight, and feared by those spellcasters who know about their suspicion and often open hatred of magic.
Characters with ranks in Knowledge (history) 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.
|5||Seekers are able to find people that burn metal.|
|10||Seekers abilities are able to work even in an antimagic area.|
|15||It is rumored that the Steel Inquisitors are made from captured Seekers.|
|20||A Seeker is able to imbue bronze into a tattoo like marking around his eyes to allow a stronger gaze.|