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Typically, the companions of a Seeker will ind him amiable, thoughtful, and comforting. Seekers aren't proselytizers--rarely are they interested in converting others to their beliefs--but they enjoy nothing more than debating philosophical issues. A companion who engages a Seeker in such a discussion may find himself listening to a detailed, scholarly discourse that may last the better part of the day.

Though Seekers usually decline to make decisions for the party, they often serve as counselors and advisors to the leaders. Non-aggressive by nature, Seekers avoid combat whenever possible, but fight fearlessly to thwart attacks against their followers or comrades. A Seeker is reluctant to take the life of another creature except to protect a companion, a follower, or himself, or to destroy his species enemy.

Farmer, Forester, Groom, Mason, Scribe, Tailor/Weaver, Woodworker/Carpenter.

A Seeker receives only a single weapon proficiency at first level. This pro iciency must be spent on one of the following weapons: club, light crossbow, dagger, dart, knife, quarterstaff, or sickle, sling. He cannot ever use a sword of

any type.


Agriculture, Ancient

History, Artistic Ability, Astrology, Carpentry, Cobbling, Etiquette, Languages (Ancient), Pottery, Reading/Writing, Spellcraft, Veterinary Healing*, Weaving. The Seeker can take clerical proficiencies at the listed (non-doubled) costs.

In most cases, Seekers have no special equipment restrictions beyond those normally associated with rangers. However, Seekers worshipping particular gods or adhering to strict religious doctrines may have additional restrictions, as determined by the DM. Certain Seekers, for example, may be forbidden from using any bladed weapon or wearing any type of armor. Such restrictions should be made clear at the outset of the Seeker's career.

Seekers have little interest in material possessions. After keeping enough money to meet their basic needs, they typically give away the rest of their gold and treasure to the poor.

The species enemy must be evil. Alternately, a specific evilly- aligned religious group or cult may be taken, in which case members and minions of the group are considered the species enemy. Other common species enemies include ghouls (and other undead), evil dragons, death dogs, evil humanoids, etc.

All creatures are eligible as followers, except the species designated as a sacred animal (see the Special Hindrances section).

Unlike other rangers, the Seeker acquires spells when he reaches 6th level. He can also cast 4th level spells. Table 51 shows the Seeker's spell progression.

The Seeker has access to spells from an extra sphere in addition to those of plant and animal. When reaching 6th level, he chooses an extra sphere from the following options: divination, healing, protection, weather. This extra sphere remains the same for the rest of his career.

The Seeker can use any magical staff that can be used by a druid.

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