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Frog Dragon
2010-06-30, 02:44 PM
Seer
The trade of a seer is one specific school of magery. One with a simple main teaching. "Knowledge is power." Therefore, the forte of a seer is knowledge and how to use that knowledge.
Few things stay hidden from a seer and both their mundane and magical knowledge is great. A seer is also well-prepared. Their assortment of arcane abilities functions just as well for shielding oneself and others from harm the seer has likely predicted in advance. Thus, while a seer's offensive power is hardly great, their knowledge and skills as a magical protector are invaluable.

HD: d6

SEER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Seer's Wisdom|5|3

2nd|
+1|
+0|
+0|
+3|Improved Protection +1|6|4|-

3rd|
+1|
+1|
+1|
+3|Spellsight|6|5|-|-

4th|
+2|
+1|
+1|
+4|Advanced Learning|6|6|3|-|-

5th|
+2|
+1|
+1|
+4|Extended Protection|6|6|4|-|-|-

6th|
+3|
+2|
+2|
+5|Improved Protection +2|6|6|5|3|-|-|-

7th|
+3|
+2|
+2|
+5|Spellsight II|6|6|6|4|-|-|-|-

8th|
+4|
+2|
+2|
+6|Advanced Learning|6|6|6|5|3|-|-|-|-|-

9th|
+4|
+3|
+3|
+6||6|6|6|6|4|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Improved Protection +3|6|6|6|6|5|3|-|-|-|-

11th|
+5|
+3|
+3|
+7|Improved Divination +2|6|6|6|6|6|4|-|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|5|3|-|-|-

13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-

14th|
+7/+2|
+4|
+4|
+9|Improved Protection +4|6|6|6|6|6|6|5|3|-|-

15th|
+7/+2|
+5|
+5|
+9|Improved Divination +4|6|6|6|6|6|6|6|4|-|-

16th|
+8/+3|
+5|
+5|
+10|Advanced Learning|6|6|6|6|6|6|6|5|3|-

17th|
+8/+3|
+5|
+5|
+10|Spellsight III|6|6|6|6|6|6|6|6|4|-

18th|
+9/+4|
+6|
+6|
+11|Improved Protection +5|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|Advanced Learning, Superb Seer|6|6|6|6|6|6|6|6|6|5[/table]

Skill Points: A seer gains 4 skill points per level+intelligence modifier. Quadruple amount at first level
Class Skills: The class skills for a seer are as follows; Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge: All skills, taken separately (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int)

Weapon&Armor Proficiencies: A seer is proficient with all simple weapons, no armor, and no shields.

Spellcasting
A Seer has a list of spells she can cast from spontaneously, like a sorcerer. Any spell from the list can be cast, as long as the seer is high enough level to cast the spell. The DC:s for a seer's spells are 10+Spell level+Int Modifier of the seer. A seer gains bonus spells based on intelligence.

Seer's Wisdom
A seer seeks out any knowledge she can in case it might turn useful one day. Treat this ability as the bardic knowledge ability.

Improved Protection
Any time a seer casts a spell that grants a numerical bonus to armor class, the amount indicated on the table is added to the bonus.¨

Improved Divination
Anytime the seer uses a divination spell, the DC is increased by the indicated amount.

Extended Protection
All abjuration spells cast by the seer have their duration doubled.

Spellsight (Spell Like Ability)
The seer may cast detect magic at will as a spell-like ability.
Spellsight II
The seer may cast arcane sight at will as a spell-like ability.
Spellsight III
The seer may cast greater arcane sight at will as a spell-like ability.

Advanced Learning
The seer may add any abjuration or divination spell to his spell list, assuming he is high level enough to cast it. The spell must be found on the sorcerer/wizard spell list.

Superb Seer
Any divination spell that has a chance of returning false or no information, has this chance halved. Any spell or power of a level lower than 7 that would obstruct the seer's divinations, is ineffective.

Seer Spell List
Level 0
Detect Magic, Resistance, Detect Poison, Read Magic, Message, Amanuensis*
Level 1
Alarm, Protection from Chaos/Evil/Good/Law, Endure Elements, Shield, Mage Armor, Comprehend Languages, Detect Undead, Detect Secret Doors, Detect Chaos/Evil/Good/Law, Feather Fall, Dispel Ward*, Nightshield*, Ectoplasmic Armor*, Omen of Peril*
Level 2
Arcane Lock, Protection from Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisiblity, Find Traps, Greater Alarm*, Scintillating Scales*, Chain of Eyes*, Marked Object*, Discern Shapechanger*
Level 3
Dispel Magic, Nondetection, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Arcane Sight, Clairaudience/Clairvoyance, Explosive Runes, Greater Mage Armor*, Mass Mage Armor*, Reverse Arrows*, Anticipate Teleportation*
Level 4
Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Arcane Eye, Detect Scrying, Scrying, Locate Creature, Sending, Freedom of Movement, Fire Trap, Dispelling Screen*, Forceward*, Greater Resistance*, Mass Resist Energy*, Wall of Chaos/Evil/Good/Law*, Assay Spell Resistance*, Know Vulnerabilities*
Level 5
Break Enchantment, Mage's Private Sanctum, Contact Other Plane, Dismissal, Prying Eyes, Telepathic Bond, Duelward*, Indomitability*, Wall of Dispel Magic*, Refusal*, Zone of Respite*, Reciprocal Gyre*
Level 6
Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Analyze Dweomer, Legend Lore, True Seeing, Contingency, Permanency, Greater Anticipate Teleportation*, Ruby Ray of Reversal*, Superior Resistance*, Probe Thoughts*
Level 7
Sequester, Spell Turning, Banishment, Greater Arcane Sight, Greater Scrying, Vision, Antimagic Ray*, Greater Dispelling Screen*, Energy Immunity*, Brain Spider*
Level 8
Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Discern Location, Greater Prying Eyes, Wall of Greater Dispel Magic*
Level 9
Freedom, Mage's Disjunction, Prismatic Sphere, Foresight, Hindsight*, Absorption*, Reaving Dispel*, Unbinding*,

* From the Spell Compendium

This has a few rough spots, such as a pretty much total lack of offense. I don't know how to really fix that while keeping the theme so ideas are welcome. There are also dead levels. Again, ideas welcome.
Anyway, PEACH :smallsmile:

jiriku
2010-06-30, 03:00 PM
Reciprocal gyre (SC) is a decent abjuration spell that deals damage. It's not the greatest, but it's something. If you feel like expanding the focus slightly to divination/abjuration (the "pure" schools of magic, as it were) you might include the various chromatic/prismatic spells. That gets you good defense and offense, although those spells are mostly high-level. Also, have a look at brain spider (SC). It's a cleric spell normally, but might make make sense on this list.

I'd recommend you consider Speak Language as a class skill.

Spellsight III: I think you meant greater arcane sight.

Frog Dragon
2010-06-30, 03:08 PM
Yeah, greater arcane sight. Copypasta fails me.
I'll look into spells from other lists. I don't want to take too many spells into the main list from the sor-wiz list, because I don't want to make advanced learning obsolete.