The Untiring

Seekers of the Blade

The Untiring are wandering warriors who scour the north for the sword of their legendary founder. To the seekers, each spell and martial technique is another step on the road to personal perfection.

Put simply, they teach that perfection of their art and perfection of the soul are one and the same. The quest is the test of this perfection, but also the school in which it must be achieved.

History

More than five centuries ago, the Hurax the Icereaver mastered sword and spell. His skill was unmatched, and he became a living legend. Many believed him to be a greater wizard than the archmage of that day, though the Imperial Colleges were at the height of their power and prestige. He forged for himself a blade of elemental ice, harder than steel and so impossibly cold that it shattered any blade it touched. Having slain kings and dragons, Hurax built a sanctuary in the Dragonmounts and set to teaching. Many came to learn his potent blend of martial and magical arts.

On his 99th birthday, he told his gathered disciples that his death was near, but that his only true successor would be the one who found his sword. Then he vanished. His school is long abandoned. A quest which once occupied generations of aspiring northern wizards is now almost forgotten. Almost, but not totally.

A bare handful still keep to the quest, strengthened by the teachings of a master five centuries dead. Their tradition is passed from aging seeker to bright-eyed apprentice. Their devotion is total.

Game Rules

Restrictions:

Wisdom is your spellcasting ability.

The quest focuses you and gives you strength. If you ever study another magical tradition, you lose the 1st and 6th level bonuses granted by this tradition. This tradition cannot be learned with the feat Diverse Insights.

Your magic changes your body: your skin is always cold to the touch, and you have an unusual tolerance for cold weather. Healing magic has no effect on you, unless it also affects the dead.

Proficiencies:

Class Skills: Acrobatics, Concentration, Decipher Script, Lore, Search, Spellcraft, and Survival.
Background Skills: Choose any 2.

Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier

Equipment: Seekers are proficient with all simple weapons, as well as shortswords, arming swords and longswords. They are not proficient with any type of shield or with armor other than the leather coat.

Initiate Bonus: Seeker of the Sword

You gain HP and BCB as if you were an aristocrat rather than a mage.  You also gain the Combat Casting feat.

Master Bonus: Tempest Stance

As a full round action, you can attack with an arming sword and cast a spell which you have mastered. This action does not provoke reaction attacks. When you cast a spell in this way, its spell point cost is reduced by 50%.

Tradition Spells

The lore of Hurax makes for deadly warriors, but the Seekers also learn a little practical magic to aid them on their endless journey. Seekers can learn these spells normally.

Uncommon spells which deal with ice, or were created by Hurax the White can be added to this list.

Spells marked with an asterisk are secret spells, invented by Hurax and known only to the seekers.

Cantrips

Arcane Mark - Inscribes a personal rune (visible or invisible).
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Light - Creates a lasting light.
Mage Hand - Weak telekinesis.
Mending - Makes minor repairs on an object.
Minor Ward - Ward an object against dirt and water.
Prestidigitation - Performs minor tricks.
Resistance - Subject gains +1 on saving throws while you concentrate.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Touch of Fatigue - Living target becomes fatigued.
Touch of Peace - Stable creature becomes dying or dying target is killed.

Tier 1

Absorb Strength - Kills dying creature, gives you bonuses.
Arrow Deflection - Use your reaction to deflect projectiles.
Blizzard Strike* - Your next Iceblade attack deals +1d6 damage, pushes both of you apart.
Conjure Ice - Ice spreads from your fingertips.
Deflect - Gain +4 shield bonus against incoming melee attack.
Detect Undead - Talisman detects undead.
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Hold Portal - Holds door shut.
Ice Blade* - Deadly sword of ice deals 1d8+1 damage, lasts for 1 minute/level.
Ice Dagger - Ice shard deals 1d4 cold damage.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Shocking Grasp - Touch attack deals 1d6 electricity damage.
Sign - You gain a bonus on your next initiative check.
Soulfrost* - 10 foot cone deals damage and leaves targets vulnerable.
True Strike - Gain a +20 bonus on your next attack roll.
Weaken - Subject takes penalty to strength.

Tier 2

Blast of Force - 1d6 force damage, and target is forced back.
Burst of Frost - Cold deals 3d4 damage in a 10 ft radius; may blind.
Clinging Lightning - Conductive object or surface deals 1d6 damage/round for 3 rounds.
Counterspell - Negates spells as they are cast.
Curse of Weakness -2 penalty on attack rolls.
Death Armor - Creatures who strike you take 1d4+1 damage.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Locate Object - Senses direction to an object (specific or type).
Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.
Shardstorm* - You detonate your iceblade, dealing 1d6/level damage to all within 10 ft.
Shatter - Sound shatters an object.
Stoneskin - Subject gains +4 armor bonus to AC.
Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp.

Tier 3

Dismissal - Outsider is banished to its own dimension.
Dispel Magic - Negates ongoing magical effects and spells.
Energy Shield - Shield protects subject, granting energy resistance against one attack.
Gentle Repose - Preserves one corpse.
Hailstorm - 4d6 cold damage in 60 ft cone, 2d6 one round later.
Heartfreeze* - Kill a creature you have critically hit with your Ice Blade.
Lightning Bolt - 5d6 damage, 120 ft line.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Shelter - Creates shelter for ten creatures.
Sleet Storm - Hampers vision and movement.
Tireless Vigil - Sustain yourself without food, water, or rest.
Water Breathing - Subjects can breathe underwater.
Wind Wall - Deflects arrows, smaller creatures, and gases.