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The Rune Knights were founded by an Elven Hero during the period known as the Dark Age. Each of his followers swore a sacred oath to protect the wizards of the Conclave of Magi wo were being burned at the stake by a fearful populace. In return the Conclave taught these warriors the secrets of magic. Blending Sword and Sorcery, Schala Najamiil worked with the leader of the knights to develop special techniques which were taught to all of his loyal followers. The Knights serve the wizards and will defend them, and each other with their lives if necessary, following a code of honor more extensive than any known on Kajir.

The Seekers - "Knight of the Orb"

The Seeker Knights are most often lone adventurerers who serve the Knighthood by exploring new territories and old ruins seeking artifacts, new spells, and competant mages to cast them. They also serve as scourges, hunting down and eliminating errant knights and renegade wizards who operate outside of the Conclave. This order is led by the most experianced Seeker, the
Master Seeker, who serves as one of the three Master Knights and is responsible only to the Lord of Runes.
Hit Die: d8

Requirements

To become a Seeker a character must fulfill the following requirements:

Alignment: LG, LN, LE, and NG
Base Attack Bonus: +4
Feats: Alertness, Dodge and Mobility
Decipher Script: 4 ranks
Knowledge (Arcana): 4 ranks
Special: Must be able to cast 1st level Arcane Spells. Must be sponsored by an established Seeker in good standing of 4th Level or higher.

Class   Base           Saves             Spells Per Day              Special
Level   Attack  Fort  Ref   Will
1          +0        +0    +2    +0     +1 Class Level                  Magic Sense
2          +1        +0    +3    +0                                                   Evasion
3          +2        +1    +3    +1     +1 Class Level            Armored Casting
4          +3        +1    +4    +1                                      Sword Somatics
5          +3        +1    +4    +1     +1 Class Level      Greater Magic Sense
6          +4        +2    +5    +2                                       Uncanny Dodge
7          +5        +2    +5    +2     +1 Class Level                      Spellcease
8        +6/+1     +2    +6    +2                                     Improved Evasion
9        +6/+1     +3    +6    +3     +1 Class Level                          Burnout
10      +7/+2     +3    +7    +3                                              Dispel Ward

Class Skills

A Seeker's Class Skills (and the key ability for the skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), , Jump (Str), Knowledge (Arcana), Knowledge (Tactics) (Int), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha), and Wilderness Lore (Wis)

Skill Points at each level: 6 + Int Modifier

Class Features
Rune Knights of Enhasa

Weapon and Armor Proficiency A Seeker is proficient with all Simple and Martial Weapons, with Light and Medium Armor and with Shields
Spells A Seeker progresses as a spellcaster, either a Wizard, a Sorcerer or a Geomancer. At every odd numbered level, a Seeker adds one level to his spellcasting class for the purpose of determining spells per day and chances to overcome spell resistance.
Magic Sense (Su)  By examining an object as a full-round action, the seeker may attempt a spellcraft check (DC 20) to determine if the object is magical.
Evasion (Ex)  As the Rogue special ability, if the Seeker is allowed a Reflex saving throw in order to take half damage from an effect, the Seeker instead takes no damage on a successful save or fulldamage as per normal for failing the save.
Armored Casting (Ex)  All Rune Knights learn to wear armor in such a way as to not interfere with spellcasting. When wearing specially crafted Runic Armor, the chance for spell failure drops to 0%. Normal Armor worn using this ability makes it less restrictive reducing Spell Failure to 1/2 normal, but at the expense of losing 1 point of Armor Bonus. Spell Failure due to using shields still applies.
Sword Somatics (Ex)  at 4th level the Seeker learns to cast spells despite his hands being full. The Seeker can cast spells while holding a weapon and shield, or two weapons or a two-handed weapon. Spell failure from shields no longer applies. This ability does not enable the Seeker to cast spells while bound or otherwise unable to gesture. Casting while using Sword Somatics draws an attack of opporitunity as normal.
Greater Magic Sense (Su) As a full-round action a seeker may examine an object and attempt a spellcraft check (DC 25) to Identify the object as per the spell.
Uncanny Dodge (Ex) As the Rogue special ability, the seeker retains her dexterity bonus to armor class regardless of being caught flat-footed.
Spellcease (Su) A seeker can convert any prepared spell into a counterspell provided that the spell is at least one level higher than the spell being countered. Spellcease supersedes the Improved Counterspell feat and counts as a virtual feat for the purpose of taking Reactive Counterspell.
Improved Evasion (Ex) As Evasion except the Seeker takes only half damage on a failed Reflex saving throw.
Burnout (Su) At 9th level the Seeker learns to violently counter spells before they are even cast. When the seeker uses her Spellcease ability the spell collapsing within the mind of the caster deals 1d4 points of damage per level of the spell that the seeker sacrifices.
Dispel Ward (Su) At 10th level the Seeker learns to sneak past warding magics. When entering an area protected by an Abjuration spell or when the Seeker would normally trigger a purely magical trap, she may make a caster level check (DC 11 + the caster level of the abjuration effect's caster) to destroy the ward. If she beats the DC by 10 or more, she has the option of leaving the ward in place, though it will ignore her as though she were the original caster.
Ex Rune Knights: Rune Knights must conform to an exacting code of conduct. A Rune Knight who violates this code must atone. Until he has restored his honor, he may not advance as a Rune Knight. If a Rune Knight changes to an alignment forbidden by his order, he is cast out of the order, stripped of lands, titles, and any equiptment provided by the Knighthood. He may never again gain levels as a Rune Knight, though he may still make use of his class abilities. Players interested in this class should see Rune Knights of Enhasa on the organizations page (under construction)
                                                                                                                  
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