PF Seer

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Note: This is the Fully Converted PF Seer. See also: Half Converted PF Seer as well as the Core & Advanced Players Guide Seer.

SEER

Jantierri was the god of the future revealed. Now the patron of sleep is herself asleep, but her breath still touches the Wold, revealing hidden forces that move in mysterious ways. Sensitives and mediums perceive these forces, and gain from them insight into many secrets and powers of the mind. Visions and voices, divinations and dreams, prophesies and portends -- these are touched by people who call themselves shaman, oracle, and seer.

Seers sense what others cannot, and they have great intuition. They embrace magic with both arms -- they seek out both divine and arcane sources of knowledge. Those who seek revelation look for it in many places.

As NPCs, solitary seers may be hermits, pursuing lonely courses of enlightenment. Cloistered seers, called oracles, may advise kings and channel gods. In hunter/herder cultures, seers, called shamans, help their tribes find game, evade dangers, and interpret omens. Some seers simply wander wherever chance leads, finding revelations enough in the journey. Seers often feel a yearning for the sleeping god Jantierri, to whom they look for inspiration and solace.

Hit Die: d6

Requirements

To qualify to become a seer, a character must fulfill the following criteria.

  • Skills: Spellcraft 5 ranks, Sense Motive 2 ranks
  • Spellcasting: Ability to cast five arcane Divination School spells and five divine Divination School spells
  • Special: A class feature that focuses on divination spells, spell-like abilities, or supernatural effects, such as those listed in the Seer Synergy class ability below

Class Skills

The seer's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Knowledge [All] (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Linquistics (Int), Spellcraft (Int), and Survival (Wis).

Skill Points per level: 4 + Int modifier

Table: The Seer
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 Seer Synergy, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

2nd +1 +1 +1 +1 Read Dream, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

3rd +1 +1 +1 +2 Newfound Divination, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

4th +2 +1 +1 +2 Lesser Voices, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

5th +2 +2 +2 +3 Newfound Divination, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

6th +3 +2 +2 +3 Read Omen, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

7th +3 +2 +2 +4 Newfound Divination, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

8th +4 +3 +3 +4 Greater Voices, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

9th +4 +3 +3 +5 Newfound Divination, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

10th +5 +3 +3 +5 Prophesy, +1 level of existing arcane spellcasting class/

+1 level of existing divine spellcasting class

Class Features

Weapon and Armor Proficiency: Seers gain no additional proficiency with armor or weapons. Druid seers must still accept standard druidic restrictions on armor. Arcane spell failure due to armor applies normally.

Spells Per Day: When a new seer level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class AND any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained, except as noted below under Seer Synergy. This essentially means that he adds the level of seer to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. Note: a witch can act as an arcane or divine caster for the purposes of this prestige class, chosen at first level and not changing thereafter.

Spell Restrictions: The Seer's focus on divination magic makes other spells more difficult to cast. Choose two schools of magic in addition to the Divination and Universal school. All schools other than those four are considered opposition schools, functioning exactly like a Wizard's opposition schools. A Seer who casts spells from his opposition schools must use two spell slots of that level to prepare or cast the spell. For example, a Seer Sorcerer who has chosen Fireball as one of her known spells must spend two 3rd-level spell slots to cast the spell. In addition, a Seer takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. Casters who convert spells (such as Clerics converting healing spells, and Druids converting summon spells) must sacrifice two spots if Conjuration is one of their opposition schools. Domain spells, even from opposed schools, take up only one slot, since there is only one domain slot per spell level. Cantrips, as they are cast at will, are not affected by this.

Seer Synergy: The seer's levels stack with other class levels to improve divination-theme abilities. Specifically:

  • Seer levels stack with Cleric, and Blood Witch levels to improve and gain new granted powers for the Knowledge Domain.
  • Seer levels stack with Wizard levels to improve and gain new school powers for the Divination School of Wizardry.
  • Seer levels stack with Bard levels to improve and gain the Bardic Knowledge, Lore Master, and Jack-of-All-Trades class abilities.
  • Seer levels stack with Loremaster levels to improve the Lore ability.

Read Dream: After meditating on a topic and sleeping all night undisturbed, the seer can interpret her dreams to gain insight into the topic. The DM uses a secret Sense Motive check to determine the knowledge revealed -- usually consisting of cryptic sounds and images, as described by the DM. This power is comparable to a Divination spell. (Note: The DM may sometimes give the seer cryptic dreams even if the seer does not seek them.)

Newfound Divination: Add a divination spell of a level you can cast from any class to one of your class spell lists. If you use a spell book, add the spell to your book. If you are a spontaneous caster, add the spell to your known spells list. If the spell appears at more than one spell level (for example, Speak with Animals is bard 3 and druid 1), then use the highest (add Speak with Animals to the cleric or wizard list as a third level spell).

Lesser Voices: The seer hears voices that give her guidance. Only the seer can hear them, and whatever beings speak to the seer cannot be detected in any way by a mortal. The voices are enigmatic, mysterious, and anonymous, but they are very helpful nonetheless. Because of their whisperings, the seer is never surprised or flat-footed. The voices wake the seer from sleep if she is ever in danger. And with the Aid Another rule and the Cooperation rule, the voices give the seer a +2 bonus on all skill checks based on Charisma, Wisdom, and Intelligence. The voices also give +2 on all attack rolls. If the seer is not making attack rolls, the voices give a +2 AC bonus. Unlike Aid Another attempts by other creatures, the voices do not have to roll to offer these bonuses to the seer.

Read Omen: Once per day, the seer can reveal knowledge based on natural omens -- like a red moon or a hail of frogs -- or on contrived omens -- like the pattern of tea leaves at the bottom of a cup. The DM uses a secret Concentration check to determine the knowledge revealed -- usually consisting of a cryptic message, as written by the DM. This power is comparable to a Legend Lore spell with a one minute casting time.

Greater Voices: The voices that speak to the seer now intercede on the seer's behalf. Spells that involve contact with an immortal Power (Augury, Contact Other Plane, Commune, Commune with Nature, Gate, Miracle, Planar Ally, and so on) tend to work better (or fail less painfully), as decided on a case-by-case basis by the DM. Also, once per day as a standard action, the seer can ask the voices for advice: they may refuse, or give a clear suggestion, or offer some cryptic comment, also as decided by the DM.

Prophesy: Once per month, the seer may invite a spirit, power, or god to possess him and reveal truths to those assembled nearby. The DM uses a secret Diplomacy check to determine the power and knowledge of the being attracted -- usually an agent friendly to the cause or ethos of the seer. The seer himself is overwhelmed by the experience and has no memory of the prophecy, so she must rely on witnesses to relate the message. The seer has no control over the duration of the possession or what the agent says or does during the prophecy. This power is comparable to a powerful Vision or lesser Miracle spell with a one minute casting time. Note that divinities may be angered by frivolous calls upon them.

Note to the DM

On Dreams, Omens, and Prophecies: Do not let these abilities ruin your adventures by giving away crucial secrets. Use these to offer hints, direct the plot, and guide the players. It is reasonable to limit the use of these abilities to once per adventure, and even to the end of an adventure, so that you have time to create mystic clues between sessions. Feel free to have these abilities fail from time to time, at your discretion.

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Credits: This prestige class was created by Cayzle.