The way of the wizened seer is difficult, some might say erratic. But the seer knows that the path of destiny is often not straightforward, and does not begrudge his more obviously powerful brethren their mastery - for destiny does not determine the same path for everyone, and he has seen wonders that few will never know.
|
|
Hit Die: d4.
To qualify to become a Wizened Seer, a character must fulfill all the following criteria.
Alignment: Any.
Feats: Improved Initiative, Lightning Reflexes
Skills: Knowledge (arcana) 10 ranks, Concentration 15 ranks.
Spells: Able to cast at least three divination spells.
Powers: Able to manifest destiny dissonance.
Special: Manifester level 4th. Specialized in divination. Able to cast arcane spells from all schools.
The Wizened Seer's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Psicraft (Int), Spellcraft (Int), Spot (Wis), and Use Psionic Device.
Skill Points at Each Level: 2 + Int modifier.
Table: The Wizened Seer
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells and Powers Known |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | +1 to all arcane spellcasting | |
| 2nd | +1 | +0 | +3 | +3 | Soul Bond | +1 to manifester level |
| 3rd | +1 | +1 | +3 | +3 | Many Approaches | +1 to all arcane spellcasting |
| 4th | +2 | +1 | +4 | +4 | Dissonant Presence | +1 to manifester level |
| 5th | +2 | +1 | +4 | +4 | Mask Presence | +1 to all arcane spellcasting/+1 to manifester level |
All of the following are features of the Wizened Seer prestige class.
Weapon and Armor Proficiency: Wizened Seers gain no new proficiencies with weapons or armor.
Spells per Day: When a new odd-numbered Wizened Seer level is gained, the character increases in caster level and spells per day as if she had gained a level in every arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except as noted here.
Powers Known: At 2nd, 4th, and 5th level, a Wizened Seer gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except as noted here.
If a character had more than one manifesting class before he became a Wizened Seer, he must decide to which class he adds the new level of Wizened Seer for the purpose of determining power points per day, powers known, and manifester level.
Soul Bond (Su): As a full-round action, a Wizened Seer can join the fates of two living creatures he touches. Whenever one creature takes damage, is healed, or is otherwise subject to an effect, the other one must save as though it was also targeted. Unwilling participants get a Will save (DC equal to the sum of the Wizened Seer's manifester and caster levels.) The death of one creature ends the bond, with no additional negative effect on the survivor. The Wizened Seer can dissolve this bond with a thought, as long as both he and the joined creatures are on the same plane.
Many Approaches (Ex): The Wizened Seer has mastered the art of looking at a problem from different points of view. He may freely substitute his Intelligence and Charisma modifiers for the purposes of skill checks.
Dissonant Presence (Su): The presence of the Wizened Seer warps reality. This is a residual effect of the thousands of possible futures thwarted by his intervention, and it is disorienting and maddening to one unaccustomed to seeing the myriad unborn paths of destiny. Each round, all creatures within 10' per class level must make a Will save (DC equal to the sum of the Wizened Seer's manifester and caster levels) or become both sickened and shaken. Creatures with precognitive ability will not be shaken by this splintering of reality, but they must still save or be sickened. Already-frightened creatures that would be shaken by this progress to a more severe level of fear, as normal.
Mask Presence (Su): The Wizened Seer's control has grown to the extent that he is now able to exclude allies from the effects of his Dissonant Presence. He is also able to activate or suppress his Dissonant Presence as a free action, and shrink its radius if desired.
All content on this site, Flay,
is Copyright 2005-2006 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.