
Seers are the chosen servants of Sortec, devoted to furthering the esoteric objectives of their enigmatic master. They are typically found wandering Migdalia, and any event of historical significance typically attracts at least one seer. Seers tend to attach themselves to adventuring groups or travelers at random, seemingly joining and leaving such groups without cause or notice. This seeming flightiness is most likely attributed to seers following the currents of destiny as it changes, making it difficult for them to form lasting friendships with those who destinies are less malleable. Despite this, more than a few seers have managed to surround themselves with trusting, loyal friends who are willing to risk their own futures (and, occasionally, their pasts) on one of the seer’s hazy, half-glimpsed visions.Seers tend to be very withdrawn and enigmatic, and have often been accused of speaking in riddles when a simple warning or answer would be more prudent. Seers tend to enter combat only after having assured themselves of their own victory, and even then they remain wary. Given the chance, most seers prefer to remain completely in the background, guiding both king and army though prophecy and chicanery alike. In this way, the seer is best able to control the threads of destiny for entire kingdoms, shaping Migdalia into whatever form their scheming god desires.
Clerics are the most common seers, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Seer, a character must meet the following criteria.
Alignment: NeutralPatron Deity: Sortec
Base Attack Bonus: +4
Skills: Knowledge (history) 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Skill Focus (Knowledge (history))
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become seers must have access to the Fate domain.
Class Skills
The Seer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Fate Spells, Foresight - 2 +1 +3 +0 +3 Chicanery, Uncanny Dodge (Dex to AC) +1 caster level 3 +2 +3 +1 +3 Precognition (+1) - 4 +3 +4 +1 +4 Visions, Uncanny Dodge (can’t be flanked) +1 caster level 5 +3 +4 +1 +4 Glimpse the End - 6 +4 +5 +2 +5 Precognition (+2), Evasion +1 caster level 7 +5 +5 +2 +5 Unnerving Gaze - 8 +6 +6 +2 +6 Legend Lore, Improved Evasion +1 caster level 9 +6 +6 +3 +6 Precognition (+3) - 10 +7 +7 +3 +7 Windershins +1 caster level
Class Features
All of the following are class features of the Seer prestige class.
Weapon and Armor Proficiency: Seers are proficient with all simple weapons, all types of armor, and with shields.
Spellcasting: A seer continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if she had also gained a level in whatever divine spellcasting class she belonged to prior to adding this prestige class. She does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Fate Spells: A seer can pray for and receive any Fate domain spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Fate domain list.
Foresight (Ex): Seers are prophets of legendary caliber, able to divine the futures and destinies of persons and items. This ability functions much like the bardic knowledge ability, save that this ability offers information about what may occur in the future of that object or person, rather than what is known about that person or item. The seer adds both her class level and her Wisdom modifier to this roll.
Chicanery (Ex): A seer of 2nd level or higher realizes the power of vaguely threatening prophecies, and is able to frighten weak-minded targets with fictional divinations. This is a language-dependant ability, and requires a standard action to utilize. To do so, the seer makes either a Bluff or Profession (fortune teller) check opposed by a Sense Motive check by her target. Should the seer succeed, the target is shaken for a number of rounds equal to the seer's Charisma modifier. A creature targeted with this ability gains a +2 bonus to their Sense Motive check for each previous time this ability has been used against them (whether successfully or not) by that particular seer.
Uncanny Dodge (Ex): At 2nd level, the seer’s visions of the immediate future allow her to react to danger before her senses would otherwise allow her to do so. She retains her Dexterity bonus to AC (if any) regardless of being flat-footed or being struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized.At 4th level, the seer’s visions increase in their clarity, allowing her to react to opponents on either side of her as easily as she can react to a single opponent. The seer can no longer be flanked. A rogue at least four levels higher than the seer is an exception to this rule, and may flank her normally.
Precognition (Su): At 3rd level , the seer’s precognition extends her senses a fraction of a second into the future, granting her a +1 insight bonus to attack rolls, damage rolls, saving throws, and skill checks.The seer’s perceptions extend further ahead in time as she advances, granting her a +2 bonus at 6th level and a +3 bonus at 9th level.
Visions (Sp): Beginning at 4th level, the seer may gaze ahead into the future in an attempt to predict the success of a course of action. She gains the ability to cast augury at will as if she were a sorcerer of her class level.
Glimpse the End (Su): A seer of 5th level or higher peers through the veil of time to glimpse her own death. Though the vision is hazy and indistinct, the seer always recognizes the time of her impending doom in time to attempt to alter her fate. Once per day, when a seer is reduced to 0 hit points or less through combat (whether from a weapon, spell, or special ability), she can attempt to alter her fate slightly, just enough to preserve her life. She makes a Will saving throw (DC equals damage dealt), and if successful takes only half damage from the blow.The seer must be aware of the attack and able to react in order to use this ability – if she is denied her Dexterity bonus to his AC, she may not use this ability. Since the effect would normally not allow a character to attempt a Reflex save for half damage, Evasion does not apply to this ability.
Evasion (Ex): At 6th level and higher , the seer can sense even magical and unusual attacks before they happen, allowing her to avoid them completely. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the seer is wearing light or no armor. A helpless seer (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Unnerving Gaze (Su): A 7th level seer has seen more than most people see in several lifetimes, and her eyes change to reflect this, becoming a milky white color. Though this does little to affect the seer’s vision, it does grant her an unnatural aura which unnerves her opponents. This ability essentially functions as a sanctuary spell (with a DC of 10 + class level + the seer’s Charisma modifier) which affects anyone able to see the seer’s eyes. Should the seer chose to attack an opponent, this effect ceases to function for the remainder of the encounter. In addition, the seer gains a +2 deformity bonus to her Intimidate checks against those who can see her eyes.
Legend Lore (Su): Beginning at 8th level, the seer gains the ability to sift through visions of the past and future, extracting legends lost to time. Once per day, the seer may cast legend lore as if she were a sorcerer of her character level. Should the casting time of legend lore exceed 1 day, the casting time is shortened to 1 full day.
Improved Evasion (Ex): At 8th level, the seer’s foresight sharpens, allowing her to avoid danger more easily. This ability functions much like evasion, except that while the seer still takes no damage on a successful Reflex save, she now takes only half damage on a failed save. A helpless seer (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Windershins (Su): A 10th level seer is able to control the ebb and flow of time, reversing time in order to prevent undesirable futures. After invoking this ability (a full-round action), Sortec allows the seer to turn backwards the flow of time one day, returning everything to the way it was at the day’s beginning. The seer retains her memories of the previous time line, and may act freely to change things as she sees fit. During the period of time stretching from the beginning of the new day to the time when she used this ability, the seer’s precognition bonus is doubled. Creatures with the “Extratemporal” subtype are unaffected by this ability, retaining their memories from the previous time line. This ability is usable once per week.
Ex-SeersA seer who willingly changes alignment or who ceases the worship of Sortec immediately loses all benefits of this class. In addition, the character ages at an accelerated rate, growing one year older for each day that passes (physical penalties for aging apply to the ex-seer, but mental bonuses do not). She regains his abilities and advancement potential if she atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
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