“Our duty is to find the light in the darkness, even if we have to build the flame ourselves.”
Much like their insect brethren, entobians are drawn to the light. All entobians begin life with a thirst for adventure. They want to experience new things, see new landscapes, and climb to new horizons. The lightseeker, however, is not satisfied with simply seeing things as they are. A lightseeker will purposefully creep into the darkest of dwellings, most dangerous of locales, and most sinister places in search of the diamond in the rough.
Lightseekers are convinced that no matter how dire the situation, something positive might be found. Failing that, they feel it is their duty to set things right. A lightseeker’s deeds epitomize the entobians sense of adventure, as well as their incredible sense of humanity. They live for the thrill of finding the good in every situation, and bringing light out of the darkness. Their talents revolve around keen powers of observation, avoiding surprising blows, moving with unnatural speed, and neutralizing those who attack from the shadows.
Role: Lightseekers are point-men, though not necessarily tanks. They can scan areas for danger much like a rogue and go toe-to-toe with it like a fighter. Though, when the going gets too tough, they can get out of almost any situation.
Hit Die: d10
To qualify to become a lightseeker, a character must fulfill all of the following criteria:
Alignment: Lightseekers are always good. They entobian sense of freedom and individuality usually means that lightseekers are predominately chaotic good. Their lofty focus and perseverance in the face of evil also works well with lawful good alignments.
Base Attack Bonus: +6.
The lightseeker’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Perception (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|2nd||+2||+1||+1||+1||Enlighten (1/day), see the unseen|
|3rd||+3||+1||+2||+1||Uncanny dodge, precocious speed (5 feet)|
|5th||+5||+2||+3||+2||Blindsense, enlighten (3/day)|
|6th||+6||+2||+3||+2||Ruins walker, precocious speed (10 feet)|
|9th||+9||+3||+5||+3||Precocious speed (15 feet)|
The following are class features of the lightseeker prestige class.
Weapon and Armor Proficiency
Lightseekers are proficient with all simple and martial weapons. Lightseekers are proficient with light and medium armor.
At first level, when in darkness or dim light, the lightseeker gains a +2 bonus to initiative checks and to Perception skill checks. At 7th level, these bonuses increase to +4 on each. This bonus stacks with the Improved Initiative feat.
At second level, once per day, the lightseeker can imbue one melee weapon with the enlighten power as a swift action by touch. This power grants the weapon a +2 enhancement bonus to hit and damage and causes the weapon to sheds light like a torch. The effect lasts up to one round per class level or until the weapon successful strikes a foe, whichever comes first. Upon successful hit, the target takes damage normally and is affected as if he was within the area of effect of a glitterdust spell (The DC for this effect is equal to 11 + the lightseeker class level, and the caster level is equal to the lightseeker’s character level). At 5th level, a lightseeker can do this three times per day, and at 8th level, he can use enlighten five times per day.
At 2nd level, lightseekers receive a +2 bonus on Perception checks to potentially notice hidden structural features, such as traps and hidden doors. A lightseeker receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.
At 3rd level, a lightseeker cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A lightseeker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a lightseeker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
At 3rd level, the lightseeker’s base land speed increases 5 feet. At 6th and 9th level, the speed increases another 5 feet each time. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases speed, this ability does affect jumping distance.
At 4th level, when not encumbered or wearing heavy armor, a lightseeker gains a +2 dodge bonus to AC against attacks of opportunity caused when he moves out of a threatened square. A condition that makes one lose his Dexterity bonus to Armor Class (if any) also makes one lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
At 5th level, the lightseeker gains blindsense with a range of 20 feet. Using non-visual senses the lightseeker notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
At 6th level, the lightseeker may ignore difficult terrain penalties if that terrain is due to ruins, rubble, or other artificial debris. In addition, a lightseeker gains a +5 bonus to his Survival checks to avoid getting lost in ruins or dungeons.
At 10th level, when a lightseeker confirms a critical hit, after dealing damage, the target is also blinded. In addition, the target glows as if he was an object affected by the daylight spell. Both the blindness and the daylight effect last 10 rounds and then dissipate. They can also be dispelled before the end of the duration through magical means, such as remove blindness/deafness or deeper darkness. If either effect is removed, both are removed.