Seer (3.5e Class)

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Making a Seer[edit]

Great combat support and defensive capabilities, lacking in combat prowess.

Abilities: Wisdom is a Seer's most important ability, as it affects her spell-casting and in-class abilities. Dex and Con are 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. Seers are seen as incredibly rare and unique compared to Clerics and Paladins.

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: 4d6x10

Starting Age: Simple

Table: The Seer

Hit Die: 1d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +1 +2 Allotted Luck, Fate's Foresight, Initiate of Destiny 5 3
2nd +1 +0 +1 +2 Bonus Feat 6 4
3rd +1 +1 +1 +3 Heighted Grace 6 5
4th +2 +1 +1 +3 Touch Of Fortune, Aura of Good-Faith 6 6 3
5th +2 +1 +2 +4 Lucky Aura, AC Bonus 6 6 4
6th +3 +2 +2 +4 Bonus Feat 6 6 5 3
7th +3 +2 +2 +5 Divine Insight 6 6 6 4
8th +4 +2 +3 +5 Fortunate Whispers 6 6 6 5 3
9th +4 +3 +3 +6 All-Knowing, Bonus Feat 6 6 6 6 4
10th +5 +3 +3 +6 Bonus Feat, AC Bonus 6 6 6 6 5 3
11th +5 +3 +4 +7 Bad Fortune 6 6 6 6 6 4
12th +6/1 +4 +4 +7 Fortunate Dodge 6 6 6 6 6 5 3
13th +6/1 +5 +5 +8 String of Fate 6 6 6 6 6 6 4
14th +7/+2 +5 +5 +8 Bonus Feat 6 6 6 6 6 6 5 3
15th +7/+2 +6 +6 +9 Tarot Cards, AC Bonus 6 6 6 6 6 6 6 4
16th +8/+3 +6 +6 +9 Bonus Feat 6 6 6 6 6 6 6 5 3
17th +8/+3 +7 +7 +10 Palm Reading 6 6 6 6 6 6 6 6 4
18th +9/+4 +7 +7 +10 Bonus feat 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +8 +8 +11 See Anything 6 6 6 6 6 6 6 6 6 4
20th +10/+5/+1 +8 +8 +11 Hidden Agenda, Guardian of the Fateless, AC Bonus 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Ride (Dex), Profession (Wis), Spellcraft (Int)


Class Features[edit]

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).

These bonuses to AC and apply even against touch attacks or when the Seer is flat-footed. She loses these bonuses when she is immobilized or 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, after these rolls have been expended she must wait a short rest before she can use this ability again.


Bonus Feat: Starting at 2nd level, and for 5 future levels thereafter, the Seer gains a bonus Luck Feat that she meets the prerequisites for.


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.


Heightened Grace (Ex): The Seer can extraordinarily dodge attacks. At 3rd 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. Firstly, she gains a SRD: 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 after, max: +5). Third, the Seer and her allies are unaffected by possession effects. Lastly, while effected by the aura, once per day, if the Seer or an ally fails a saving throw, they instead succeed on that specific saving throw.


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.


Divine Insight (Ex): Starting 7th level, if you have levels in Seer and another divine spell-casting class, those levels stack when she casts any spell from the Divination school. She may also multi-class freely between the two or more classes. Her divine sight, gifted by either the gods or some supernatural force. This divine insight also grants her 1 additional Luck-Die, which she may use for any ability requiring a luck re-roll.


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. All creatures be that friend or foe, within a 60' radius of her must make a Fortitude save (DC:10 + Seer Level + Wis Mod) or be afflicted with the condition SRD:Frightened and receive a negative level. Creatures who cannot hear are still afflicted by this ability as they hear the whispers echo through their mind. A successful save against this ability only instead gives the condition of Shaken 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 9th level, the Seer can conjure a crystal ball as a SRD:Standard Action which will hover around the Seer 5-ft off the ground. The crystal ball functions as a crystal ball of see invisibility (as spell, but only for the Seer), and remains material for 1 minute/level (max of 1 hour) with a vision of a 60-ft cone. As a SRD: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 + Wid Mod + Seer Level) or receive 1d6/per Wis Mod of radiant damage. At 14th level, the crystal becomes a crystal ball of telepathy/true sight and remains material for 1 minute/level.


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.


Fortunate Dodge (Ex): At 12th level, the Seer's precognitive sense allows her to perceive threats from behind. This ability functions like uncanny dodge, save that the Seer can't be caught flat-footed by Rogue's, regardless of their level. All allies within a radius of 10-ft of her also gain this ability as they are empowered by the Seer's luck.


Strings of Fate (Su): At 13th level, 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. Once grasped, she can do one of 3 things: The first is manipulate the creature as if it were under the Charm Person spell. The second manipulation of one's fate string is to enhance their karma or luck by feeding it luck re-rolls the Seer possesses. For every luck re-roll, a Seer gives an item/creature increases their Luck score permanently by 1. Third, the Seer can truly manipulate a creature's life. The Seer can cut the golden thread of a creature, ending that creature's fate which in turn will begin to drain them of any luck they have. Every hour a creature loses 1 Luck score permanently. If the creature's Luck ability score is reduced to 0, the creature is removed from existence, as if it never existed in the first place.


Tarot Cards (Ex): At 15th level, the Seer gains the ability to use Tarot cards SRD: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% 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 (31-40)
  • Creature gains one immunity to the next curse it would suffer from (41-50)

Negative Fate Effect:

  • Creature receives ill-fortune and loses 10% more gold permanently (51-60)
  • Creature permanently loses one magical/non-magical item in their possession in their next encounter [to decide which item is lost: roll d100 (01-20, and 81-100 is magical) and (21-80 is non-magical)] (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 is their last (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. 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. When making this Will save, the Seer can add her Int mod as well to her Will save when using this ability. Once per day, if she uses this ability to look into the past, present, or future, she (as well as any other creature's she brings with her) may manipulate the world as if she were there. However, by doing this, this may change, the past, present, or future. When returning to the present she is from, the Seer must make a Will save (DC: 10 + # of years in past/future + additional creature) or majorly alter the present.


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 walk between time and space, moving to any specific location, plane, or time. She may disrupt or change anything in that specific place without causing any harm to herself or manipulate her own fate if she chooses. Using this ability is a Standard Action. The Seer cannot use this ability on any other creature.


Ex-Seers[edit]

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.


Epic Seer[edit]

Table: The Epic Seer

Hit Die: 1d4

Level Luck Rerolls Special
21st +1 Bonus Feat, Truesight
22nd +1 Bonus Feat
23rd +2
24th +2 Bonus Feat
25th +3
26th +3 Bonus Feat
27th +4
28th +4 Bonus Feat
29th +5
30th +5 Bonus Feat

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

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.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Seer[edit]

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.

Seer's in the World[edit]

Let me take your fortune....if you are prepared for what I might see
—Viola, Human Seer

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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