Seer-Variant (3.5e Class)
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Making a Seer
Capable of helping the party and keeping them selves untouched.
Abilities: Wisdom is a Seer's most important ability, as it affects her spell-casting and in-class abilities. Dex is also useful, giving the Seer a lasting fight in tight situations.
Races: Human, Elf, and any other race know to have Seers.
Religion: Seers are often highly religious, as seen from their knowledge of divination magic gifted from the gods. Seers tend to worship deities dealing with fate, time, life, and death.
Alignment: Seers are usually Neutral of some form. However a Seer who wishes to help others is of some Good alignment, while Seers who wish to bring chaos to the world are usually of some Evil alignment. Alignments besides Neutral are extremely rare in Seer society but not uncommon.
Starting Gold: 4d4x10
Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+1||+2||Allotted Luck, Fate's Foresight, Initiate of Destiny||3||1||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+3||Touch Of Fortune, Aura of Good-Faith||5||3||2||—||—||—||—||—||—||—|
|5th||+2||+1||+2||+4||Lucky Aura, AC Bonus||5||3||2||1||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Greater Heightened Grace||6||4||3||2||1||—||—||—||—||—|
|10th||+5||+3||+3||+6||All-Knowing, AC Bonus||6||4||4||3||2||2||—||—||—||—|
|13th||+6/1||+5||+5||+8||String of Fate||6||5||5||4||4||3||2||1||—||—|
|15th||+7/+2||+6||+6||+9||Bonus Feat, AC Bonus||6||5||5||5||4||4||3||2||1||—|
|20th||+10/+5/+1||+8||+8||+11||Hidden Agenda, Guardian of the Fateless, AC Bonus||6||5||5||5||5||5||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Seer gains no armor or shield proficiency, but gains proficiency with all simple weapons. Furthermore, the Seer gains the feat Improved Unarmed Strike.
AC Bonus: The Seer can use her precognitive sense to dodge blows. When unarmored and unencumbered, the Seer adds her Wisdom modifier (if any) to her AC. In addition, a Seer gains a +1 bonus to AC and at 5th level. This bonus increases by 1 for every five Seer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
She loses these bonuses when she is flat-footed, immobilized, helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. These bonuses to AC can also be stacked with other abilities.
Allotted Luck (Ex): Starting at 1st level, the Seer gains an allotted amount of luck they can expend per day on any occasion. For any skill, saving throw, ability check, attack, or damage die you may re-roll any result. The Seer has 3 luck re-rolls she may use. To replenish them, she must take a long rest.
Fate's Foresight (Ex): The Seer is an adept at Foresight, and gains a precognitive sense at level 1. This is treated as an automatic flaw, because of its nature (but does not grant the normal bonus feat). While the Seer is traveling and roleplaying, the DM may choose for her to randomly see futures or pasts of a creature she touches. Her foresight may even trigger when touching objects belonging to someone. This can be anywhere from two minutes into the future/past, or two years, but the response is usually vague until formally trained.
Initiate of Destiny: The Seer is a master of divination, allowing her to cast spells from the Divination sub-school as well as any Cleric spells she can normally learn. Also, she gains a +2 to her effective caster level when casting spells of the divination sub-school. This increases to +3 at 5th level, to a total of +4 at 10th level.
Spells: A Seer casts divine spells, which are drawn from the cleric spell list. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like a cleric, a Seer must choose and prepare her spells in advance (see below).
To prepare or cast a spell, a Seer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Seer’s spell is 10 + the spell level + the Seer’s Wisdom modifier.
Like other spellcasters, a Seer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Seer. In addition, she receives bonus spells per day if she has a high Wisdom score.
Seers meditate or pray for their spells. Each Seer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Seer can prepare spells. A Seer may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Bonus Feat: Starting at 3rd level, and for 3rd future levels thereafter, the Seer gains a bonus Luck Feat that she meets the prerequisites for.
Heightened Grace (Ex): The Seer can extraordinarily dodge attacks. At 2nd level, when she would make a Reflex save for half damage, she instead takes no damage on a successful save. At 7th level, she still takes half damage even on a failed Reflex save.
Touch of Fortune (Ex): A Seer can imbue her allies with good fortune. At 4th level, by touching an allied creature or herself, the Seer grants one luck re-roll (they take the second result) on any d20 roll. The touched creature chooses when to use their luck re-roll, but it disappears afterward (much like a Bard's Inspiration ability). She can use this ability up to 3 times per day (additional rolls can be used if she has more luck re-rolls from feats or other abilities). She can also spend 1 luck re-roll when an attack roll is made against her. The Seer rolls a d20, and then chooses whether the attack uses the attacker’s roll or yours.
Aura of Good-Faith (Su): A Seer of 4th level now gains this ability. All allied creatures gain the following bonuses for being within a 5-ft radius of the Seer (this aura increases by 5 ft for every 4 levels in Seer after, Max: 25-ft)). Firstly, they gain a Spell Resistance equal to (10 + Wis Mod + 1/2 Spellcraft Skill). Second, the Seer gains an insight bonus for combat. While active, this aura provides a +1 luck bonus to attacks and damage (this bonus increases by 1 every 4 levels in Seer after, max: +5). These Bonuses only active when next to an allied creature(s). Then alone, you only receive half of the bonuses (round down).
Lucky Aura (Ex): A Seer can almost impossibly anticipate attacks, granting her heightened senses, and a quicker mind. A 5th level, the Seer can now add 1/2 her Wisdom mod (if any) to her saving throws. At 10th level, she now grants this bonus to allies within 5ft of her.
Greater Heightened Grace (Ex): At 7th level, she still takes half damage even on a failed Reflex save.
Fortunate Whispers (Su): Starting at 8th level, once per long rest a Seer may begin to concentrate on the threads of fate around her and take in all of the destinies that these creatures have, causing the Seer to see their pasts, presents, and futures in a jumbled mess of confusion and chaos through various whispers. The Seer must past a Will save (DC:10 + creature's level) or the Seer this and becomes Shaken for 1d4 turns. If passed, the targeted creature must make a Fortitude save (DC:10 + Seer Level + Wis Mod) or be afflicted with the condition Frightened for 1d4 turns and receive a negative level. A successful save against this ability only instead gives the condition of Shaken for 1d4 turns to the creature. The usage of Fortunate Whispers increases by 1 for every four Seer levels thereafter (+2 at 12th, +3 at 16th, and +4 at 20th).
All-Knowing (Su): Starting at 10th level, the Seer can conjure a crystal as a Standard Action which will hover around the Seer 5-ft off the ground in a 5-ft radius. The crystal functions as a crystal of see invisibility (as spell, but only for the Seer), and remains material for 1 minute/Seer level per day. You may dismiss it as a [SRD:Swift Action|Swift Action]] to save time to use it for another time of the day. The crystal has a vision of a 60-ft cone. As a Swift Action the Seer can fire a bolt of Radiant energy at a target within the ball's cone of sight. The opposing target must make a Reflex saving throw (DC: 10 + Wis Mod + Seer Level) or receive 1d6/per Wis Mod of radiant damage. At 14th level, the crystal becomes a crystal ball and gains telepathy/true sight and remains material for 2 minute/ Seer level per day.
Bad Fortune (Ex): Starting at 11th level, the Seer gains the ability to imbue a creature with bad luck through touch. Once per short rest, by making a touch attack against a creature, the Seer causes her victim to re-roll all d20 rolls they make until the Seer's next turn (taking the worst result). She can use this ability twice at 15th level, and three times at 19th level.
Strings of Fate (Su): At 13th level, 1 per Wisdom mod per day, the Seer gains the ability to see faint golden strings of fate all around her each connected to every living thing or precious item. By making a successful Will save (DC: 10 + Item's AC / Creature's HD), the Seer can grasp one of these golden strings and materialize it into the material plane. The Seer can use the strand to know the location of the Item or Creature they grabbed. Once grasped, she can do 1 of 3 things. She can use one of her re-rolls to hand it to the item or creature, they may use it when ever they want to. She can use one of her re-rolls to make them re-roll the first 20 they roll on a dice. The creature can prevent this with a will save. (DC: 10 + Seer's Wisdom mod). Lastly, she can manipulate the creature as if it were under the Charm Person spell. The creature can prevent this with a will save. (DC: 10 + Seer's Wisdom mod)
Fortunate Dodge (Ex): At 14th level, the Seer's precognitive sense allows her to perceive threats from behind. This ability functions like uncanny dodge, and caught flat-footed. A Rogues that's level(s) are less than the Seer's Level + their Wisdom Mod can not catch the Seer flat-footed. All allies within a radius of 10-ft of her also gain this ability as they are empowered by the Seer's luck.
Tarot Cards (Ex): At 16th level, the Seer gains the ability to use Tarot cards Deck of Many Things. By concentrating for an hour, a Seer may summon a new deck of tarot cards from the Divine Gate by expending 1000 gold. If a creature attempts to draw cards forcibly from this specific deck without the assistance of the Seer the deck turns to ash. However, a Seer may relinquish a tarot card deck willingly.
Palm Reading (Ex): At 17th level, the Seer gains the ability to read palms. The Seer is one with fortune and master of destiny. She can inscribe a specific fate onto a creature by altering their existing fate for better or for worse. She may also gain knowledge about the creature's pre-existing fate if choosing not to meddle with destiny. If a Seer inscribes a fate onto a creature, the Seer can either decide if it will be beneficial or harmful to the creature. The creature makes no save as they willingly agreed to have a Palm Reading which allows the Seer to embed a positive, negative, or random (roll 1d100 for effect) permanent fate onto the creature. A creature which receives a fate from a palm reading cannot gain a new fate until 24 hours have passed.
Positive Fate Effect:
- Creature permanently receives 10% more experience after gaining exp (01-10)
- When finding any gold the creature receives 10% more gold (11-20)
- Creature permanently can add 1d6 fate die to any and all damage die.(21-30)
- Creature permanently increases all saving throws by +1. You can only get this one once, if hit again, re-roll (31-40)
- Creature gains one immunity to the next curse it would suffer from (40-50)
Negative Fate Effect:
- Creature permanently receives 10% less experience after gaining exp (50-60)
- When finding any gold the creature receives 10% less gold (61-70)
- Creature automatically fails their next 3 saving throws (71-80)
- The creature is drained of its strength, reducing any and all damage by 1d6 permanently (81-90)
- An ill-fate is in the future for the creature, the next encounter they take double damage. (91-100)
See Anything (Ex): At 19th level, the Seer can walk into a room or area and see its past, present, or future as well as project this sight onto a maximum of 6 other willing creatures after meditating in the area for 10 mins. The projection last a total of 2 mins per Wisdom mod. The Seer needs to be able to maintain her Willpower by making Will saves (DC: 10 + additional creature + DM's discretion) to not get overrun with the emotions of what she is seeing. She may only go back in the past or into the future so far. The amount of years she can reverse or fast-ward is her Seer level + her Wisdom mod.
Hidden Agenda (Ex): At 20th level, the Seer is immune to the skill Sense Motive. No one knows what she has planned or what she is about to do. If someone tries to use Sense Motive on the Seer they have to make a Will save (DC: 10 + 1/2 Seer level + Wis mod) to be able to resist the temptation of a Seer's mysticism. If the opposing creature fails this save they take 1d2 Wis damage. A successful save against negates this effect, however, the creature still cannot discern any information of what the Seer has plans about.
Guardian of the Fateless (Ex): At 20th level, the Seer can now walk between time and is unbound by the constraints of destiny and fate. By expending any 5th level or higher spell slot, a Seer may open a portal to move to another location such as the Greater Teleport spell. They may also use a level 7 spell or higher slot to move to another plain such as Gate and lastly, they may use a level 7 or higher spell slot to use Time Stop. Each use of these uses up a luck re-roll. If out of luck Re-rolls, the Seer takes a negative level instead. Negative levels will never result in level loss and may be removed 1 at a time with each short rest.
Generally, Seers are able to be very flexible with how they interact with the world they live in. Seers are generally neutral as they act as the voice of fate and destiny. Presiding over the mystical powers of foresight, Seers remain neutral in the world while sometimes willing to help or hinder others. However, in rare instances, Seers can stray from the path of neutrality and take on more extreme tendencies. When this alignment shift happens, or when a Seer strays from the path of neutrality she takes on the changes from the alignment which alter her perceptions of fate. For example, if a Seer who believes that the laws of destiny are to not be trifled with (Lawful Neutral) becomes corrupted by some evil force and believes that the strings of destiny are meant to harm others this would be a drastic alignment shift (Lawful Evil). Any alignment shift away from being some form of neutral is seen as damaging to the Seer and thus biases her perceptions of the past, present, and future. When this drastic alignment shift occurs, a Seer is disconnected with destiny and thus cannot properly interpret the lines of fate. However, if a Seer begins her life as a specific alignment such as Lawful Evil then the lines of fate are easier to interpret thus negating her corrupted interpretation.
|21st||+1||Bonus Feat, Truesight|
4 + Int modifier skill points per level.
Bonus Feats: The Epic Seer gains a bonus feat (selected from the list of epic Cleric bonus feats or Luck feats) every two levels after 20th.
Epic Cleric (Seer) Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Zone of Animation.
- Note: Seer's use divination magic and thus gain access to the ability to wield metamagic feats. An Epic Seer who has reached at least 24th level can choose her remaining epic feats that have Metamagic as a prerequisite even without having those prerequisite feats.
Playing a Seer
Religion: Seer's typically worship gods of fortune and insight, learning their values and wisdom from their teachings.
Other Classes: Seer's are often revered for their precognitive gifts, but also feared for what they might see.
Combat: Seer's normally supported others from the back lines, only getting into the fray to use their fortune abilities.
Advancement: Cleric, Psion, or Sorcerer.
Seers in the World
|“||Let me take your fortune....if you are prepared for what I might see||”|
|—Viola, Human Seer|
Daily Life: A Seer will take time out of their day to meditate and prey. They may be hesitant to touch curtain items, places or people to prevent their 'gift' from showing them unwanted visions. A Seer may suffer from headaches often from seeing vision through out the day.
Organizations: Seers may gather up in temples and special grounds to prey to the deity they worship. They tend to stay out of busy areas if they do gather for something other than preying and worshiping to keep unwanted visions to a minimum.
NPC Reactions: NPC's may have a hatred towards them since some seers are known to make stands on the road side to make a quick profit. Some NPC's may adore them from their ability to help change their fortune and help inform them on the unknown future.
Characters with ranks in Knowledge Religion can research Seers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Seers can see the future and help influence it|
|10||The deities that Seer's worship are time and fortune related. They also get random visions.|
|15||Being around Seers can sometime empower your abilities. A Seer's touch can lead to something good or bad based on the seer's intentions.|
|20||A high level seer may manipulate your string of fate. They can also move around space and manipulate time.|
Seer in the Game
They are a big help when in a group but can't hold their own well in fights by them selves. The thing they hate ( being around people) is what makes them at their strongest.
Adaptation: A hermit, a worker in a temple of their deity or someone that normally lives on the out rim of the city.
Sample Encounter: They tend to go to the city to earn a quick buck and materials before heading back to their home away from the city. They can also be found in temples of Time Deities. At temples, you may run into 10 to 15 of them.