"All the riches of the spheres are my treasure vault."
Wonderseekers are a breed apart, a chaotic order whose members live to amuse themselves. They are dilettantes that dabble unpredictably in the affairs of others for personal satisfaction. The manner of their dabbling is likewise unpredictable, from providing information and help to backstabbing and artful torture. They can be friend in one encounter, and deadly foe in the next. They are skilled in the arts of trade and thievery. Their lust for wild adventure and an innate wanderlust means that wonderseekers are often adept explorers. Through their activities they amass a good deal of magic and power.
Wonderseekers are as chaotic in their wardrobe as they are in personal affairs. They favor frilly, fantastic garb with gaudy jewelry and body adornments. The use of elaborate, courtly manners matched with flowery speech is a trademark of the wonderseeker.
A wonderseeker eternally seeks entertainment. They are often bored, setting off on some new, wild adventures. Wonderseekers are creatures of self-pleasure and self-achievement. They achieve satisfaction through acts to bolster their own egos or increase their personal power. There is a good deal of mutual respect and honor between wonderseekers, often allying and aiding each other against hated rivals such as neogi, illithids, and other monsters.
Ego-clashes between rival wonderseekers is the stuff of legend, feuds known as "The Death of Seven"—a uniquely wonderseeker ritual. It involves one wonderseeker anonymously hiring seven assassins to slay another wonderseeker. Each assassin works alone and makes but a single attempt on the life of the victim and must leave a clue to his or her sponsor's identity. The sponsor devises and supplies these clues, often spending many months dreaming up the most clever and ingenious clues. A victim must be given at least one day reprieve between each assassination attempt. A wonderseeker who survives all seven attempts gains a ritual immunity to any further "Death of Seven" from the wonderseeker who initiated it. He or she must also have received clear clues about who initiated the "Death of Seven" and may initiate a "Death of Seven" of his own.
Wonderseekers are calm and uncaring in face of the gravest danger. Those that follow them or their advice often do so at their peril. The discovery of novelties and new experiences is their quest. Against those that would impose order on them or others, they are deadly foes.
Hit Die: d8
To qualify to become a wonderseeker, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Skills: Gather Information 4 ranks, Profession (spacehand) 6 ranks, Sense Motive 4 ranks.
Feats: Dodge, Improved Initiative, Lightning Reflex, Mobility.
Alignment: Any non-lawful.
Special: The potential wonderseeker must have met and befriended by another wonderseeker and been "blooded" in a battle aboard a spelljammer vessel in wildspace.
The wonderseeker's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Str), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the wonderseeker prestige class.
Weapon and Armor Proficiency: A wonderseeker gains no proficiency with any weapon or armor.
Wonderseeker Powers (Sp): A wonderseeker at 1st level gains the ability to cast a spell 3 times a day. The wonderseeker chooses one spell form the Wonderseeker Powers Table. His level as a wonderseeker plus Charisma modifier determines which spell he chooses, he may choose a lesser spell if he so wishes. Every three levels afterward (4th, 7th and 10th level) the wonderseeker adds an additional wonderseeker spell and increases the number of spells per day by one, thus by 10th level the wonderseeker has 6 spells slots from which he can cast any one of his four wonderseeker spells.
Strike First, Strike Last (Ex): A wonderseeker of at least 2nd level adds his Intelligence bonus to his initiative checks.
Uncanny Dodge (Ex): Starting at 3rd level, the wonderseeker gains the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a wonderseeker already has uncanny dodge from a different class (such as from barbarian or rogue), he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): At 6th level, the wonderseeker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies others with sneak attack to use such attacks. The exception to this defense is that an attacker at least 4 levels higher than the character can flank him (and thus sneak attack him).
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Improved Dodge (Ex): At 5th level wonderseeker, the wonderseeker gets to apply his +1 bonus to all opponents he can perceive, this improves to a +2 bonus at 8th level.
Slippery Mind (Ex): This extraordinary ability represents the wonderseeker's ability to wriggle free from magical effects that would otherwise control or compel him. If a wonderseeker with a slippery mind is affected by an enchantment and fails his saving throw, 1 round latter he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw.
Defensive Roll (Ex): The wonderseeker can roll with a potentially lethal blow to take less damage from it. Once per day, when a wonderseeker would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the wonderseeker can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and if he is successful, he takes only half damage from the blow. He must be aware of the attack and be able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he cannot roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the wonderseeker's evasion ability does not apply to the defensive roll.