Seer
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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, who they look to for inspiration and solace.
Hit Die: d4
Requirements
To qualify to become a seer, a character must fulfill the following criteria.
- Base Attack Bonus: +4
- Skills: Concentration 9 ranks, Diplomacy 4 ranks, Perform (oratory or song) 4 ranks, Sense Motive 4 ranks
- Spellcasting: Ability to cast both arcane and divine spells; Knowledge Domain OR Divination Specialist Wizard OR ability to spontaneously cast five divination spells.
- Special: The seer must complete a solitary quest for enlightenment
Class Skills
The seer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather info (Cha), Knowledge (All) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), and Survival (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points per level: 4 + Int modifier
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Bard Lore, +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 2nd | +1 | +0 | +0 | +3 | Read Dream, +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 3rd | +1 | +1 | +1 | +3 | +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 4th | +2 | +1 | +1 | +4 | Lesser Voices, +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 5th | +2 | +1 | +1 | +4 | ++1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 6th | +3 | +2 | +2 | +5 | Read Omen, +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 7th | +3 | +2 | +2 | +5 | +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 8th | +4 | +2 | +2 | +6 | Greater Voices, +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 9th | +4 | +3 | +3 | +6 | +1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class |
| 10th | +5 | +3 | +3 | +7 | 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. 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 acts as an arcane caster for the purposes of this prestige class.
Spell Restrictions: The seer can cast spells from only two schools: Divination and Enchantment no other spells are on the Seer¹s spell class lists. Therefore, he can only use scrolls, staves, and wands from his two allowed schools. However, druid seers can still spontaneously cast Summon Nature¹s Ally in place of a prepared spell; cleric seers can still spontaneously cast cure spells; and witch and cleric seers can still prepare domain spells. If the seer is a bard or sorcerer, then as a first-level seer, he must rechoose spells known so that only those from the two allowed schools are available.
Bard Lore: The seer gains the same Bardic Knowledge ability that bards possess. If the seer has bard levels, they stack with seer levels for this ability. Also, if the seer's levels boost his bard spell casting, then seer levels stack with bard levels to boost the bardic music ability as well.
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.)
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 (PHB 154) and the Cooperation rule (PHB 65), 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.

