Seeker
A mysterious stranger had been following you for some time, but after you finished your last quest, they came forward to make introductions. This person was a seeker: an agent of the druids, a soldier, bodyguard, and spy. Something you have done has earned you a place in the organization if you want it. The stranger explained the significance of the work, but also warned you of the dangers that come with it. You chose to set aside your reservations and embrace your role in the fight to safeguard Erth.
To become a seeker, you go through a long rite of initiation, during which you have circles of runes tattooed around one of your eyes and a star burned into the palm of each hand. You swear oaths of loyalty to the druids and offer your life in recompense should you fail or betray the order. You acquire a long gray cloak to hide you when in the field and boots to silence your steps. You stand ready to undertake whatever mission awaits you.
Level 7 Seeker
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any one
Long Eye (Magical): With the eye around which you have the tattoo, you can see out to a range of 10 yards without needing light. You also see outlines around creatures, objects, and spaces affected by magic. Finally, once per round, when you roll to attack and the number on the d20 is a 3 or less, you can roll another d20 and add the number to the original number rolled.
Seeker’s Cloak (Magical): You have a magical cloak. If you lose this item, it returns to you 1 hour later. While you wear the cloak, you impose 1 bane on rolls to attack you and on rolls to find you when you are hidden.
Seeker’s Boots (Magical): You have a pair of magical boots. If you lose these boots, they return to you 1 hour later. While you wear these boots, you have the Silent trait.
Level 8 Seeker
Health: +12
Seeker’s Mark (Magical): You can use this talent when you get a success on a roll to attack an enemy. The enemy becomes marked. The mark appears as a faintly glowing skull visible only to you and others that can see invisible creatures and objects. The mark remains for 24 hours or until you use this talent again. The mark produces the following benefits:
- An enemy you have marked cannot hide from you.
- Anyone that can see the mark makes rolls to attack the enemy with 1 boon.
- Your attacks against an enemy you have marked ignore obscurement and all cover except total cover. If you get a critical success on a roll to attack this enemy, your attack deals an extra 3d6 damage.
- At level 10, when you roll to attack the marked enemy, you roll an additional d20. You can use either result. If the same number comes up on both dice, add the numbers together to find the result.
Level 10 Seeker
Health: +12
Ye Shall Find (Magical): You can use an action to name one specific creature or object. If the Sage determines that the named creature or object is within 100 miles, you learn its exact location at the time when you use this talent.