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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, Para Magic, Draw, Guardian Force
2nd+1+1+1+1Guardian Force Ability
3rd+2+2+1+2Junction
4th+3+2+1+2Guardian Force Ability
5th+3+3+2+3Junction
6th+4+3+2+3Guardian Force Ability
7th+5+4+2+4Junction
8th+6+4+3+4Guardian Force Ability
9th+6+5+3+5Junction
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.

Para Magic (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. 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.

When casting para magic, the seed operative’s caster level is equal to his seed operative level plus half of all other classes. Any spell he casts uses his Charisma modifier in place of any other casting modifiers. The seed operative has no limit on what spell level he can cast, provided he can draw the spell in the first place.

Draw (Su)

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 modifier 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, curedarkfire, light, stone, thunder, and water. 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.

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. If the seed operative has levels in summoner, he cannot choose his avatar as a guardian force. 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.

At 2nd level, and every two levels after the seed operative gains an ability from his guardian force chosen from the avatar list of the chosen avatar (see below). This is the mark of the guardian force as the seed operative gains more power and connection with his GF, and gaining the power to the GF. However, the abilities gained effect the seed operative in different ways.

A seed operative begins the day with spells gained from his avatar. Spells such as Ifrit’s Fire II and Diabolos’s 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. If he does not have enough room for spells gained from his GF, he may choose not to gain them or replace any current spell in his pool to them. Any unspent spell gained from a GF is lost and does not stack with those gained from a previous day, but do if gained from other creatures.

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.

The DC of abilities use the seed operative’s level instead of half summoner level, and any ability that requires MP does not cost MP for the seed operative. Instead, he can use any ability other than a spell times per day equal to his Charisma modifier. Any ability that already has a daily allotment instead uses its own daily uses. A blue mage can learn spells from a seed operative using an ability from a GF as normal.

Guardian Force Abilities

  • At 1st level, the seed operative gains the Guardian Force Summon’s Limit Break, using the avatar’s Limit Break for the ability.
  • At 2nd level the seed operative chooses the 2nd or 4th level ability to gain from the chosen avatar.
  • At 4th level the seed operative chooses the 6th or 8th level ability to gain from the chosen avatar.
  • At 6th level the seed operative chooses the 10th or 12th level ability to gain from the chosen avatar.
  • At 8th level the see operative chooses the 14th or 16th level ability to gain from the chosen avatar.
  • At 10th level the seed operative gains the avatar’s 18th level ability.

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 chooses a single stat he can junction his spells to. Every 2 seed operative levels after 1st, he chooses an additional stat he can junction. 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

When the seed operative draws a spell, he can junction it, as a free action, to a stat that is empty of spells. 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; 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. The same spell cannot be junctioned to more than one stat. If a spell as multiple types, such as elemental and enfeebling, the seed operative may choose which effect to activate when expending the spell to enhance himself. Spending a spell to enhance themselves further than the normal enhancements is a free action.

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. If the seed operative doesn’t have MP, he can instead choose to increase his max stocked spells in a single stat. The spells that enhance this are not able to be applied to a stat’s max they increase.

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 junctioning and may choose a single stat to junction two spells to gaining the effects of both spells to the stat.