Game Rule Information
Hit Die: d8
Base Attack Bonus: as cleric
Good Saving Throws: Fortitude and Will
Skill Points: 4 + Int modifier
Weapon Proficiency: Basic Weapons, plus any other two weapon
group feats.
Armour Proficiency: Light Armour, Medium Armour, Shields
Bonus Feats: Ignore Spell Failure (Light Armour) from 1st,
Ignore Spell Failure (Medium Armour) from 4th, Ignore Spell Failure
(Shields) from 6th.
Class Skills: Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography)
(Int), Knowledge (history) (Int), Knowledge (local), (Int), Knowledge
(religion) (Int), Knowledge (the planes) (Int), Profession (Wis),
Speak Language, Spellcraft (Int), Survival (Wis) and Swim (Str).
Holy Symbol: Ship
Granted Powers
Farseekers worship Sharrash the Moon God of Water and gain the
same granted powers as their companion clergies: the Church of Water
and the Agiostic Church. Follow this
link for details of those granted powers.
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