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SeeD Operative

SeeD operatives are a mercenary force for hire, conducting missions around the world as battle support and undercover operatives. Their services are requested by governments and civilians; their tasks range from providing military support to protecting civilians to slaying monsters. Only Balamb Garden trains SeeD cadets, but members from the other Gardens can transfer to Balamb for the field exam. All SeeD operatives are stationed at Balamb. The SeeD operative specializes in high-level para-magic via the use of Guardian Forces.
Hit Die: d8
Requirements
To qualify to become a seed operative, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Spellcraft 5 ranks, Knowledge (Religion) 3 ranks
Special: Must be a student or cadet of Balamb Garden.
Class Skills
The seed operative’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff, (Cha) Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Points Per Level: 2 + Int modifier

Table: SeeD Operative

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+1+0+1Limit Break, Draw Spell, Guardian Force
2nd+1+1+1+1Guardian Force Ability
3rd+2+2+1+2Magic Junction
4th+3+2+1+2Guardian Force Ability
5th+3+3+2+3Magic Junction
6th+4+3+2+3Guardian Force Ability
7th+5+4+2+4Magic Junction
8th+6+4+3+4Guardian Force Ability
9th+6+5+3+5Magic Junction
10th+7+5+3+5Guardian Force Ability, Perfect Junction

Class Features

All of the following are class features of the seed operative prestige class.

Weapon and Armor Proficiency

Seed operatives gain no proficiency with any weapon or armor.

Limit Break (Su)

At 1st level, the seed operative receives the Limit Break (Guardian Force Summon).

Guardian Force Summon (Su): This Limit Break allows the seed operative to summon his guardian force for a small amount of time to perform the guardian force’s Limit Break. The seed operative summons the guardian force within 60 feet to perform its Limit Break, using double the seed operative’s level in place of the summoner level needed for the effect. If the seed operative has levels in summoner, the levels stack.

Draw Spell (Su)

At 1st level, a seed operative casts spells which are drawn from enemies he faces and gained from guardian forces he has junctioned to, usually called para-magic for a seed operative. A seed operative doesn’t begin play with any spells, but must draw them from enemies he faces against.  Unlike other mages, a seed operative cannot purchase or find scrolls to add spells to his spells known list.

To draw or cast a spell or spell like ability, the seed operative must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a seed operative’s spell is 10 + the spell level + his Charisma modifier.

The seed operative doesn’t gain any MP to cast his spells. Instead, he keeps these spells in a draw pool that stays with him until he discharges the spells. He may stock up as many spells individually in this pool equal to his seed operative level plus his Charisma modifier. He may stock multiple uses of the same spell equal to his Charisma modifier. (I.E: A Level 1 SeeD with a 14 Charisma has a draw pool of 3 and may stock up to 3 different spells with each stackable up to 2 uses).

Drawing a spell from an enemy is a standard action that provokes attacks of opportunity. The seed operative may draw from an enemy he can see within 30 feet and must make a successful Spellcraft check (DC 10 + the creature’s HD) and if successful, he may choose a spell from creature’s spells or spell-like abilities. He may use his Charisma modifer in place of Intelligence when making this skill check. The creature loses the use of the chosen spell for 1 round and the seed operative gains its use in his draw pool.  If he fails, the attempted is wasted. If the creature has no spells or spell-like abilities, the seed operative may choose between basic spells to draw from the essence of the creature. He may choose between: aero, blizzard, fire, light, dark, water, stone, thunder, and cure. These basic spells that he can pull increase to their 2nd level versions at 5th level and their 3rd level versions at 10th. The same creature cannot be drawn from more than once every 24 hours. If the seed operative draws from a creature and cannot gain anymore spells in his draw pool, he may lose an obtained spell in place of the new one. As soon as the spell is used, the spell is lost forever and a draw point is now free to gain another spell into the pool. At later levels, the seed operative may junction stored spells into his own abilities. 

Guardian Force (Su)

Guardian forces are used to junction abilities into seed operatives, allowing them to draw and cast spells. These guardian forces exist in specific energy fields that allow them to reside to living organisms and be called out to aid him. At 1st level, the seed operative chooses a single guardian force to make a pact with chosen from the summoner’s avatar list. It takes a great deal of energy to summon the guardian force and even then, they may be only summoned for a brief time through their Limit Break. Otherwise, the guardian force’s purpose is to enhance the seed operative and allow him to gain junctions. If the seed operative were to ever lose his guardian force, he would lose all seed operative abilities associated with that guardian force and lose all other seed operative abilities and all gained spells.

Below is a table of the guardian force’s Limit Breaks, abilities, and spells gained at the appropriate levels of the seed operative. Spells such as ifrit’s fire II and diablos’ pit of despair are cast from the seed operative’s draw pool. At the beginning of each day, he gains a number of the spells available in his draw pool equal to his Charisma modifier. For example: A level 6 Seed Operative with a 16 Charisma, and the guardian force Bahamut, gains 3 impulses and 3 gravajas that he may use from his draw pool that day. If he does not have enough room for these, he may choose not to gain them or replace them with current spells. Abilities that are not spells such as bahamut’s frightful presence, are permanent abilities gained for the seed operative unless he loses the pact with the guardian force. Abilities that require a slam, bite or any natural attack can be used with a seed operative’s unarmed strikes, or weapons wielded if they do not have the appropriate attack.

Table: Guardian Force Abilities

Guardian ForceLimit Breaks2nd Level4th Level6th Level8th Level10th Level
BahamutMegaflareImpulseFrightful PresenceGravigaDraconic CrushScathe
CarbuncleSearing LightHealing RubyShining RubyGlittering RubyRuby LightRestoring Ruby
DiablosBlack HoleDark IIPit of DespairCorruptionDarkgaDemonic Crush
IfritInfernoFire IIHeavy SlamCrimson RoarFiragaHellfire Strike
IxionThor's HammerThunder IIRolling ThunderLightning ArmorThundagaThundergod's Wrath
LeviathanTidal WaveWater IISpinning DiveSpring WaterWatergaGrand Fall
PhoenixFlames of HealingFireflashAshen BlightMegaflashFlareHoly Flames
ShivaDiamond DustBlizzard IIFrost ArmorRushBlizzagaHeavenly Strike
TitanEarthen FuryStone IIMountain BusterEarthen WardStonegaGeocrush
ValeforAerial BlastAero IIWhite WindAerial ArmorAerogaWhite Blade

Magic Junction (Su)

At 3rd level and every other level thereafter, the seed operative can use their magic to enhance their physical body rather than attack with their para-magic. He may choose one of the following stats to junction a spell to enhance at the beginning of each day:

  • Hit Points
  • Magic Points
  • Ability Scores
  • Armor Class
  • Saving Throws

If he junctions a spell to one of these stats, he gains a competence bonus to the stat equal to the amount of that spell he has stocked. Depending what type of spell is junctioned, he gains different effects. He may activate these effects as a free action with a duration of 1 round, when able to be activated; however, he loses one spell from his stock of the junctioned spell. No more than one spell can be junctioned to a single stat, except for HP and MP. He may also change out the spell junctioned, taking 10 minutes to mediate to re-junction spells needed.

HP and MP: Any number of spells can be junctioned to these stats as they offer no bonus based on element or effect, save the spells junctioned are not already junctioned to another stat.

Elemental Spells: Elemental spells junctioned to a stat, empower the seed operative with that element based on the amount of that spell is stocked. If a physical ability score is chosen (such as Strength of Dexterity), all damage dealt by the seed operative when that ability score modifier is applied is treated as the element of the spell chosen to the junction. If the spell is non-elemental, his attacks instead ignore all damage reduction equal to the amount of the junctioned spell that is stocked. The seed operative will also gain a bonus 1d6 damage of that element per spell stocked of the junctioned spell. If the defense stats (AC or any of the three saving throws) are chosen, they gain elemental resistance to the element of the spell equal to 5 x the amount of the junctioned spell that is stocked. If the spell junctioned is non-elemental, he gains elemental resistance to any element equal to 5 x the amount of the junctioned spell that is stocked. He may split the total amongst 2 elements or all elements if he wishes. He cannot gain anymore elemental resistance for the same element for additional stats junctioned.

Enfeebling Spells: Enfeebling spells junctioned to a stat, empowers the seed operative with the spell either to inflict on attacks or defend against it. If a physical ability score is chosen (such as Strength of Dexterity), all damage dealt by the seed operative when that ability score modifier is applied also causes the attack to inflict that enfeebling effect. The DC for the enfeebling effect on all such attacks is equal to 10 + the amount of the spell is stocked + his Charisma modifier. If junctioned to the defense stats (AC or any of the three saving throws) are chosen, the seed operative gains a +1 to all saving throws against that effect for each spell stocked with the junctioned effect. The effects that can be inflicted or defended against are limited to the normal status effects from the status effects page such as blind, or dazzled. Any enfeebling spells with more complex effects than those have no effect.

Enhancing Spells: Enhancing spells junctioned to a stat, empower the seed operative with a better defense or offense or the ability to break through defenses. If a physical ability score is chosen (such as Strength of Dexterity), all damage dealt by the seed operative when that ability score modifier is applied may grant the seed operative the effects of the junctioned enhancing spell until the end of his next turn as a swift action. Additional attacks do not increase the effects duration, only refresh it. If junctioned to the defense stats (AC or any of the three saving throws) are chosen, he may invoke the enhancing spell’s effect until the end of his next turn as an immediate action when struck by any attack.

Perfect Junction (Su)

At 10th level, the seed operative has mastered magic junctioning and may choose a single stat to junction two spells to gaining the effects of both spells to the stat.