Khoravar Seeker

Khoravar class — see Classes for the full list.

The Seekers of Divinity, colloquially referred to as the “Blood of Vol cult”, is a religious tradition born from the mixing of Lhazaaran and Caernathi traditions, and as such is represented most thoroughly among the Khoravar people that resulted from their mixing. The Seekers teach that death is the end, Dolurrh is oblivion, and if the gods exist they are cruel. Everyone has a spark of divinity in their blood – find that spark within and transcend mortality!

Khoravar Seeker Level Progression / Spell Progression

XPTitleLevelHit Dice123456
0Querying Catechist11d6+11-----
1,700Actualizing Acolyte22d62-----
3,400Petitioning Priest33d621----
6,800Questing Curate44d622----
13,600Venturing Vicar55d6221---
27,200Researching Rector66d6222---
55,000Prospecting Prelate77d63221--
110,000Beholding Bishop88d63322--
260,000Seeker99d633321-
410,000Seeker, 10th Lvl109d6 + 1*33332-
560,000Seeker, 11th Lvl119d6 + 2*433321
710,000Seeker, 12th Lvl129d6 + 3*443332
860,000Seeker, 13th Lvl139d6 + 4*444332

Seeker Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-213+10+16+13+15++0
3-412+9+15+12+14++1
5-611+8+14+11+13++2
7-810+7+13+10+12++3
9-109+6+12+9+11++4
11-128+5+11+8+10++5
137+4+10+7+9++6

Combat Characteristics

While not as well trained as a human fighter, the khoravar seeker is trained to defend his faith.

Combat Proficiencies: The seeker faith is intensely personalized. Each seeker trains to fight with six specific weapons of their choice, and one of the optional fighting styles (dual weapon, two-handed, or weapon and shield). All seekers are proficient with medium, light, and very light armor.

Combat Progression: Seekers progress in attack and saving throws as clerics. They may cleave after felling an opponent once per round per two class levels, rounded down.

Starting Class Powers

Divine Magic: By drawing upon their personal spark, seekers can manifest their power in the form of divine spells. The number and levels of spells the seeker can cast in a single day are listed on the Seeker Spell Progression table. The seeker’s spell selection is limited to the spells in his repertoire (see below).

Spark of Destiny: Every seeker begins play with two fate points, which are recovered each time the character gains a new class level (at the Judge’s discretion, there can be additional recovery methods for his campaign).

Theology: The seeker has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy. He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)

Additional Class Powers

Personal Spark I (3rd): The seeker selects one ability from the list of Personal Sparks, below.

Minor Magical Research (5th): The seeker can scribe scrolls and brew potions.

Personal Spark II (5th): The seeker selects a second ability from the list of Personal Sparks, below.

Personal Spark III (7th): The seeker selects a third ability from the list of Personal Sparks, below.

Sacrament of Blood (7th): The seeker may perform the Sacrament of Blood, inviting each member of his congregation to shed their blood into a communal vessel (suffering at least 1 hp of damage). The seeker then imbibes from this outpouring and receives a potent vision. For each 5 hp of damage communally suffered, the seeker can consult his own Spark of Divinity to find the answer to a single yes/no question (to a maximum of five questions). While the Spark is wise and knowledgeable, it is not omniscient. It cannot predict the future and its ability to answer questions about current or past events can be confounded by the will of rival entities. These details are left to the Judge’s discretion. The Sacrament of Blood takes at least 1 turn to perform and can be performed but once per week.

Fortified Church (9th): By acquiring a fortified church worth at least 15,000gp, the seeker can attract followers to his service. Provided the seeker has kept to his code of behavior, he can build a fortified church at half price due to the assistance of his deity and order. 5d6 x 10 0th level troops and 1d6 seekers of 1st level of the same religion arrive to serve him within 1d3 months of him acquiring the fortified church. If the seeker has already acquired a fortified church, the followers arrive to serve him within 1d3 months of him reaching 9th level. The followers are fanatically brave and completely loyal (loyalty +4 and morale +4). Despite their loyalty, the followers must be paid a fair wage, or they might eventually leave his service. Additional rules for fortified churches are detailed in Campaigns.

Major Magical Research (9th): The seeker can create permanent magic items, such as weapons, rings, and staffs.

Personal Spark IV (9th): The seeker selects a fourth ability from the list of Personal Sparks, below.

Personal Spark V (11th): The seeker selects a fifth ability from the list of Personal Sparks, below.

Supreme Magical Research (11th): The seeker can learn and cast ritual divine spells of great power (7th, 8th, and 9th level), and craft magical constructs such as golems and animated statues. If chaotic, the seeker can create necromantic servants and even become undead himself. Rules for magic research can be found in Campaigns.

Personal Sparks

Whenever a seeker gains a new Personal Spark, they may select from the list below or consult with the Judge to devise additional options.

Boon Companion: Whenever an ally within 30’ makes an attack throw, proficiency throw, or saving throw, the seeker with this Spark may spend a Fate Point to allow the ally to re-roll the throw. The seeker can spend additional Fate Points to allow further re-rolls if desired. However, the ally can never re-roll a natural 1.

Charismatic Ferocity: When attacking with one-handed melee weapons or thrown weapons, the seeker with this Spark may apply his CHA modifier instead of his STR modifier on his damage rolls.

Cleansing Touch: By touching a creature and spending a Fate Point, the seeker with this Spark can instantly remove a curse or dispel a harmful magical effect. The chosen must be of equal or greater level than the spellcaster who cast the curse or effect.

Determined: The seeker with this Spark may spend a Fate Point after making an attack throw, proficiency throw, or saving throw to set the result of the throw to 10 (instead of re-rolling). The seeker cannot spend a Fate Point in this manner if the original roll was a natural 1, however.

Spark of Destiny: The seeker with this Spark gains two fate points. These fate points recover each time the character gains another level. This Spark may be chosen multiple times.

Fighting Style: The seeker with this Spark becomes proficient in one additional fighting style (dual weapon, two-handed, or weapon and shield).

Lucky: When re-rolling attack throws, proficiency throws, or saving throws using Fate Points, the seeker with this Spark may roll the die twice and choose the better value.

No Greater Horror: The seeker with this Spark has internalized the reality of a cruel and godless universe and is inured against lesser horrors. The character is immune to magical and mundane fear effects.

Personal Passion: The seeker gains one proficiency of their choice from the Khoravar Seeker class proficiency list or from the General proficiency list. This Spark may be chosen multiple times.

Secrets of Vol: The seeker with this Spark can control undead as a Chaotic cleric of one half his class level. If the character casts death spells, his targets suffer a -2 penalty on their saving throws. When the character casts necromantic spells (such as animate undead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. His eligibility to research death or necromancy magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching death or necromancy magic. Secrets of the Dark Arts can partially stack with the Black Lore of Mabar proficiency, such that the character can control undead as a cleric of two-thirds his class level (rounded up), and his death and necromancy spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.

Shield of Faith: The seeker with this Spark gains a +1 bonus to AC and saving throws against attacks made by creatures with evil intent towards him. This aura appears as a blood-red halo when viewed with detect good, detect magic, or true seeing.

Thief of Life: The seeker with this Spark can spend one turn (10 minutes) siphoning blood from a willing victim. An NPC under the influence of the character’s charms (from, e.g. mystic aura or spells) will allow himself to be drained if he fails a Spells saving throw. When the draining is complete, the seeker recovers hp equal to the amount of damage dealt to the victim, to a maximum of 60 hp. If the seeker chooses, he can leave the victim with one or more permanent scars, in exchange regaining one or more divine spell slots he has expended that day. By leaving a minor scar, he can regain a 1st or 2nd level spell slot. By leaving a major scar, he can regain a 3rd or 4th level spell slot. By leaving a grotesque scar, he can regain a 5th level spell slot. He can only regain one spell slot of each level per day.

Tribulating Adversary: Whenever an enemy within 30’ makes an attack throw, proficiency throw, or saving throw, the seeker with this Spark may spend a Fate Point to force the enemy to re-roll the throw. The seeker can spend additional Fate Points to force further re-rolls if desired. However, the chosen can never force a re-roll of a natural 20.

Wholeness of Body: The seeker with this Spark becomes immune to mundane poisonous damage and automatically succeeds on saving throws against poisons with effects other than immediate death. He becomes resistant to extraordinary poisonous damage and gains a +2 bonus on saving throws against poisons with the effect of immediate death.

Khoravar Seeker Spell Repertoire

Code of Behavior

In order to use spells and benefit from his Personal Sparks, a seeker must uphold the strictures of his order:

  • The seeker must always display a holy symbol of his order somewhere on his person when in public.

  • The seeker must spend one hour in meditation daily, internally seeking his own Spark of Divinity.

  • The seeker considers every death a tragic loss – life must be preserved where possible, especially your life, the lives of your family, and the lives of your community.

  • After death, there is nothing left in the body. Restore life if you can before Dolurrh takes its toll, dispose of the body to prevent disease, or press it into service through necromancy, but carry no sentiment towards it.

  • The Spark is in your blood, and the blood of all creatures. Participate in the Sacrament of Blood when it is called by a seeker more advanced than yourself.

If a seeker ever violates the strictures of his faith, he may suffer penalties by a weakened connection to his Spark of Divinity. These penalties are entirely up to the Judge. The usual penalty is disfavor (see Conditions), but might include a reduction in spells available, loss of some Personal Sparks, or even a loss of all class powers altogether. To remove the penalties, the seeker will have to atone for his violation by, e.g., sacrificing treasure, undertaking quests, or even receiving an atonement spell from a powerful caster of his order (Judge’s discretion).

Sometimes a seeker might grossly violate his strictures and yet seemingly suffer no punishment at all. However, in this case, what has actually occurred is that the seeker has unknowingly become aligned with some other power that is better suited to his actions. After 1d4 weeks, the seeker will learn (through dreams and omens) the identity of his new patron and their new strictures. It is up to the seeker to decide at that time whether to seek atonement within his old faith, or to accept his new faith (which might require, among other things, an alignment change).

Racial Traits

Concordance: The khoravar are natural communicators and negotiators, able to defuse conflict across language and cultural barriers. Through glib talk, disarming words, or placating body language, the character can delay or possibly prevent armed conflict. The character must concentrate as his standard action but may move at half speed or take other move actions while using this ability. The ability fails to work on a subject if any khoravar has already attacked that subject or its allies during this encounter. Otherwise, any characters attempting to attack the khoravar are subject to the ability and must save versus Spells; on a failed save the subject must attack another character (or no one at all). This ability does not work on mindless creatures or fantastic creatures of animal intelligence but works on all sapient creatures and ordinary animals.

Cultural Affinity: As children of multiple cultures, the Khoravar have a natural gift for overcoming cultural barriers to negotiation. The character ignores up to two points of penalty to reaction rolls from differing language, species, or alignment with a counterpart.

Gift-Giving: Khoravar know that a timely gift can win over hearts and minds. The character receives a +1 bonus to reaction rolls if he offers a gift worth one day’s pay for the target; a +2 bonus for a gift worth one week’s pay; and a +3 bonus for a gift worth one month’s pay. Unlike a bribe, a gift cannot simply be coin; it must bear some relation to the recipient’s aesthetic or professional interests. Because of his high and subtle art, a khoravar using his gift-giving power is never charged with the crime of bribery, even if he rolls an unmodified 2 on 2d6. (Except as noted above, this class power is equivalent to Bribery proficiency.

Languages: Khoravar society is mindful of its role as mediators between disparate factions and races. All khoravar begin play knowing Common, Valerian, Lhazaaran, Caernathi, and one other language of the character’s choice.

Longeval: Due to their elven ancestry, the khoravar have a lifespan three times that of humans. They are immune to the diseases caused by undead and gain a +1 bonus to their HD rolls at 1st level.

Class Proficiencies

Proficiency Progression: At 1st level, seekers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, and 9th level.

Khoravar Seeker Proficiency List: Armor Training, Battle Magic, Beast Friendship, Black Lore of Mabar, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Destined, Diplomacy, Divine Blessing, Divine Health, Fighting Style Specialization, Healing, Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Mounted Combat, Prestidigitation, Prophecy, Quiet Magic, Sensing Power, Syncretism, Theology, Unflappable Casting, Weapon Focus

Khoravar Seeker Templates

3d6TemplateProficienciesStarting Equipment
3 – 4ChosenDestined StreetwiseHand-carved wood holy symbol (Blood of Vol), quarterstaff, hide armor, itchy wool tunic and pants, sandals, small sack, waterskin, 2 weeks’ iron rations (enc. 4 2/6 st)
5 – 6ProphetProphecy Perform (oratory)Holy symbol (Blood of Vol), sling, 30 sling stones, quarterstaff, leather armor, red wool tunic and pants, embossed belt, low boots, backpack, 1 week’s iron rations, 6gp (enc. 4 5/6 st)
7 – 8NecromancerBlack Lore of Mabar Knowledge (occult)Holy symbol (Blood of Vol), wooden walking staff, leather-backed scale armor, dark traveler’s cloak, gray cassock, sandals, small sack, waterskin, 2 weeks’ iron rations, trained hunting dog, 5gp (enc. 6 4/6 st)
9 – 10HealerLaying on Hands HealingHoly symbol (Blood of Vol), slender-bladed sword, very sharp dagger, ring mail armor, iron shield, white chiton, white sash, high sandals, backpack, 1 lb comfrey, waterskin, 2 weeks’ iron rations, 5gp (enc. 5 st)
11 – 12SyncretistSyncretism Theology 2Holy symbol (Blood of Vol), mace, wooden shield, chain mail armor, purple priest’s cassock, embossed belt, high boots, small sack, holy book (The Litany of the Last Breath), waterskin, 1 week’s iron rations, 10gp (8 1/6 st)
13 – 14ChampionArmor Training Military StrategyHoly symbol (Blood of Vol), battle axe, hand axe, notched leather whip, steel shield bearing sigil of Talavosh, banded plate armor, blue overseer’s tunic and pants, leather belt, high boots, backpack, tinderbox, 6 torches, waterskin, 1 week’s iron rations, 24gp (10 st)
15 – 16RomanticDivine Health RomanceHoly Symbol (Blood of Vol), composite bow, quiver with 20 arrows, slender short sword, dagger, coiled leather whip, light arena armor, leather cloak, elegant linen tunic and pants, silk sash, high boots, backpack, manacles, waterskin, 1 week’s iron rations, 13gp (enc. 5 2/6 st)
17 – 18HeirDivine Blessing RidingHoly symbol (Blood of Vol), polished sword, steel shield bearing sigil of Talavosh, chain mail armor, purple armiger’s tunic and pants, embossed leather belt, low riding boots, medium riding horse, riding saddle and tack, leather saddlebag, waterskin, 1 week’s iron rations, 23gp (6 3/6 st with rations on horse)
Prime Requisite:CHA
Requirements:None
Hit Dice:1d4
Maximum Level:12