From Compendium of Worldly Lore
Requirements
Skills: Knowledge (religion) 4 ranks , Survival 8 ranks
Spells: Able to cast 2nd-level divine spells.
Special: Must be inducted into the order by another member.
Summary
Millennia ago, a well-placed arrow from Corellon Larethian put out one of Gruumsh’s eye. But Gruumsh and Kurtulmak conspired to have their revenge on the deity of the elves. Using potent magic (and sacrificing thousands of orcs, kobolds, and captive elves), Gruumsh and Kurtulmak managed to whisk away one of the world’s most beautiful elven communities: the Misty Isle. Neither Corellon Larethian’s personal power nor the combined prowess of the elven nation’s diviners was able to glean so much as a hint about where Gruumsh and Kurtulmak have hidden the Misty Isle—only that the elves there yet survive, though they are trapped and cannot contact their brethren.
Thus an elite order of elves was born: the seekers of the Misty Isle. Ever since the Misty Isle was stolen away, the seekers have walked the length and breadth of the land, hunting patiently for the lost elves. Even among the longlived elves, a dozen generations of seekers have lived and died without discovering more than a few scattered clues as to the Misty Isle’s location. Yet still they search, and to give one’s life to the seekers’ cause is one of the noblest sacrifices an elf can make.
Joining the seekers is an arduous process, for the order admits only those likely to survive long travels in hostile lands. And because looking for the Misty Isle is a lifelong quest, the ranks of the seekers are filled with those who no longer “fit in” among the elves: the heartbroken, the grieving, and the exiled. Many have at least some training as a ranger or druid, because the forbidding wilderness where a seeker wanders provides entry trials of its own. Multiclass barbarian druids and cleric/rangers also find the pursuit rewarding.
NPC seekers of the Misty Isle can be found nearly anywhere, because Gruumsh and Kurtulmak could have hidden a portal to the Misty Isle anywhere from a city sewer to a lonely mountain cave to the depths of the Abyss itself. Seekers don’t often stay in one place for long, but they’ll join any quest that even hints at progress in the search for the Misty Isle.
This prestige class was both race- and deity specific, but you can file off the serial numbers and use it for any group of elite wanderers. The flavor of the class is a romanticized version of the French Foreign Legion—a group composed of people who want to start their lives over, far from everything they know
Role: Spell Utility
Characteristics: Wanderers of divine persuasion that are expert at traveling where they need to go and finding what they need
Source: Complete Divine
Game Rule Information
The Seeker of the Misty Isle has the following game statistics.
Abilities: Wisdom for your variety of skills you need to survive and wander, along with it fueling your spells, further more you need intelligence to maximize the amount of skill points you need
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Seeker of the Misty Isle's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Wilderness Lore (Wis)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Seeker of the Misty Isle.
Weapon and Armor Proficiency: A Seeker of the Misty Isle is proficient with martial weapons, light and medium armor
Extra Domain: A seeker of the Misty Isle gains the granted power and spell access of the Travel domain at 1st level and the Magic domain at 7th level. Nonclerics gain access to these spells as well, if they are a prepared divine spellcaster like an archivist, then you must learn the spell through a divine scroll as a wizard does. Casters like druids paladins and rangers get access to them as well although can only prepare one domain spell per spell level. For example, a paladin with access to level one spells could not prepare more than one longstrider per day. For spontaneous divine casters like spirit shaman, the domain spells count against your known spells and you do not get extra from gaining access to the extra domain.
Spells per Day/Spells Known: When a new seeker of the Misty Isle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she could cast 2nd-level divine spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of seeker of the Misty Isle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class in which she could cast 2nd-level divine spells before she became a seeker of the Misty Isle, the player must decide which class to assign each level of seeker of the Misty Isle for the purpose of determining spells per day and spells known.
Swiftfooted Ex: At 4th level, the seeker can ignore the normal —5 penalty for accelerated movement when she uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following tracks). Her penalty for accelerated tumbling is reduced from —10 to —5.
Corellon's Perception Ex: A 5th-level seeker of the Misty Isles has sight and hearing far beyond a normal elf's, and she has attuned her senses to repetitively sweep her immediate area. She gains a +5 racial bonus on Listen, Search, and Spot checks. Furthermore, she can attempt to spot or hear something she failed to notice previously once per round per skill as a free action (such attempts are ordinarily move actions).
Surefooted Ex: As a side effect of the seeker of the Misty Isle's keen senses, she is always searching the terrain around her. Accordingly, she has a preternatural sense of minute details in the landscape she can use to her advantage. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from the surface or terrain.
Find the Path Sp: A 6th-level seeker can use Find the Path on herself once per day as a spell-like ability. Her caster level is equal to her class level.
Arcane Sight Su: Three times per day, a 9th-level seeker of the Misty Isle's eyes glow blue, enabling her to use Arcane Sight, as the spell from a caster of the seeker's highest divine caster level.
Discern Location Sp: A 10th-level seeker can use Discern Location once per week as a spell-like ability. Her caster level is equal to her class level.
Class Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spellcasting |
---|---|---|---|---|---|---|
1st | +0 | +2 | +2 | +0 | Extra domain (Travel) | +1 level of existing divine spellcasting class |
2nd | +1 | +3 | +3 | +0 | — | +1 level of existing divine spellcasting class |
3rd | +2 | +3 | +3 | +1 | — | +1 level of existing divine spellcasting class |
4th | +3 | +4 | +4 | +1 | Swiftfooted | +1 level of existing divine spellcasting class |
5th | +3 | +4 | +4 | +1 | Corellon's perception, surefooted | — |
6th | +4 | +5 | +5 | +2 | Find the path | +1 level of existing divine spellcasting class |
7th | +5 | +5 | +5 | +2 | Extra domain (Magic) | +1 level of existing divine spellcasting class |
8th | +6 | +6 | +6 | +2 | — | +1 level of existing divine spellcasting class |
9th | +6 | +6 | +6 | +3 | Arcane sight | +1 level of existing divine spellcasting class |
10th | +7 | +7 | +7 | +3 | Discern location | — |