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ideasmith
2015-07-09, 04:57 AM
Ever since I put together the moondancer (http://www.giantitp.com/forums/showthread.php?215433-Moondancer-3-5-base-class), whose moondance ability boosts Dex and Cha in the same way that barbarian rage boosts Str and Con, I’ve wanted to do a class which similarly boosted Int and Wis.
This class is to be compatible with the PH classes, which I am not supposing to be broken. If you use “fixed” versions of the PH class, you will need to similarly “fix” this.
Since I have incorporated third-party content, I have included the Open Game License with appropriate copyrights.


Seer
LevelBABFortRefWillSpecial
0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Trance 1/day, insight, personal reading, dream visions, minor prophecy
2 — ————————
2nd+1+0+0+3 Uncanny dodge
31————————
3rd+1+1+1+3 Trap sense +1 , evasion
42————————
4th+2+1+1+4 Trance 2/day
431———————
5th+2+1+1+4 Improved uncanny dodge
442———————
6th+3+2+2+5 Trap sense +2
4431——————
7th+3+2+2+5 Tongue of the sun and moon, improved evasion
4442——————
8th+4+2+2+6 Trance 3/day
44431—————
9th+4+3+3+6 Trap sense +3, major prophecy
44442—————
10th+5+3+3+7 —
444431————
11th+5+3+3+7 Greater trance
444442————
12th+6/+1+4+4+8 Trance 4/day, trap sense +4
4444431———
13th+6/+1+4+4+8 Tremorsense
4444442———
14th+7/+2+4+4+9 Conjuration sense
44444431——
15th+7/+2+5+5+9 Trap sense +5, foresight
44444442——
16th+8/+3+5+5+10 Trance 5/day
444444431—
17th+8/+3+5+5+10 Gentle trance
444444442—
18th+9/+4+6+6+11 Trap sense +6
4444444431
19th+9/+4+6+6+11 True sight
4444444442
20th+10/+5+6+6+12 Intense trance, trance 6/day
4444444443

Alignment: Any
Hit Die: 1d6

Class Skills:
The seer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (arcane, history, local, nobility and royalty, religion, the planes) (Int), Intimidate (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th
1st4 — ————————
2nd51————————
3rd52————————
4th621———————
5th632———————
6th7321—————— 7th7432——————
8th84321—————
9th85432—————
10th954321————
11th955432———— 12th9554321——— 13th9554432——— 14th95544321—— 15th95544432—— 16th955444321— 17th955444332— 18th9554443321 19th9554443332 20th9554443333
Class Features
All of the following are class features of the seer.
Weapon and Armor Proficiency
A seer is proficient with all simple weapons and all martial missile weapons, but no armor or shields.
Spells
A seer casts arcane spells which are drawn from the seer spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
The seer spell list consists of all Divination spells from the Cleric, Druid, and Sorcerer lists, all language-dependent spells from the Cleric, Druid, and Sorcerer lists, and all light spells from the Cleric Druid and Sorcerer lists. There is no special benefit from a spell belonging to more than one category. If a spell has different levels on different lists, the spell may choose which available level to learn it at (usually the lowest).
To learn 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.
A seer’s selection of spells is extremely limited. A seer begins play knowing three 0-level spells of your choice. At each new seer level, she gains one or more new spells, as indicated on Table: Seer Spells Known. (Unlike spells per day, the number of spells a seer knows is not affected by her Wisdom score; the numbers on Table: Seer Spells Known are fixed.) These new spells can be common spells chosen from the seer spell list, or they can be unusual spells that the seer has gained some understanding of by study. The seer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered seer level after that (6th, 8th, and so on), a seer can choose to learn a new spell in place of one she already knows. In effect, the seer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level seer spell the seer can cast. A seer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a seer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Trance (Ex)
A seer can enter a trance a certain number of times per day. In a trance, a temporarily gains a +4 bonus to Intelligence, a +4 bonus to Wisdom, and a +2 insight bonus on Reflex saves, but she takes a -2 penalty to Armor Class. A trance lasts for a number of rounds equal to 3 + the character’s (newly improved) Wisdom modifier. A seer may prematurely end her trance. At the end of the trance, the seer loses the trance modifiers and restrictions and becomes dazed for the duration of the current encounter (unless she is a 17th-level seer, at which point this limitation no longer applies).
A seer can enter a trance only once per encounter. At 1st level she can use her trance ability once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a trance takes no time itself, but a seer can do it only during her action, not in response to someone else’s action.
Insight (Su)
A seer may make a special insight check with a bonus equal to her seer level + her Wisdom modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
A successful insight check will not reveal the powers of a magic item but may give a hint as to its general function. A seer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


DC
Type of Knowledge


10
Common, known by at least a substantial minority of the local population.


20
Uncommon but available, known by only a few people legends.


25
Obscure, known by few, hard to come by.


30
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.


Personal Reading (Su)
The seer may prepare a personal forecast for a character. With a successful wisdom check (DC 10) she may assign one day in the next seven as ‘auspicious’ and one other as ‘inauspicious’. She must may each assignation (the foul and the fair) and may not pick only one day. On the auspicious day, the character in question receives a +1 morale bonus to all attack rolls, saving throws, and checks; on the inauspicious day, she receives a -1 morale penalty to the same rolls. This reading may only be undertaken with the consent of the character in question.
Dream Visions (Su)
The seer receives dream visions that relate to the future, a quest, arcane objects of note, or any other significant person, place, thing, or event. These dreams can be ultra realistic sequenced or fleeting, blurred visions. The DM decides what the seer dreams about and what details are available.
Minor Prophecy (Su)
Given an hour to concentrate and meditate on the threads of the future, as seer can make a prophecy about an upcoming adventure, military campaign, or other such event.
A minor prophecy costs 100 XP, and the seer rolls a d10 on the following chart.


Roll
Result


1
Ill Omens All participant who hear of the prophecy suffer a -2 morale penalty to all rolls during the event.


2-3
Signs Unclear. No effect.


4
A Dangerous, Deadly Road. All participants who hear the prophecy are wary. They suffer a -1 penalty to attack rolls, but a +1 morale bonus to all saving throws.


5-7
Tragedy and Victory Await. The seer may bestow up to four “woe” fortunes (see below) and four “weal” fortunes on any combination of participants (e.g. one person may receive all eight, eight people receive one each, etc.); an equal number of weal and woe must be distributed.


8-9
The Foe Is Sure to Fall! The seer names one foe type (evil monks, red dragons, demonic cultists, etc.); all participants receive a +2 morale bonus against that foe type.


10
Glory Awaits! All participants receive a +1 morale bonus to all rolls.


11-12
The Good Road Waits and a Hero Will Rise! All participants receive a +1 morale bonus to all rolls. The seer also names one of the participants; she receives four “weal” fortunes.


13-14
The Heavens Smile on You All! All participants receive a +2 morale bonus to all rolls.



15+
You are Chosen. The seer singles out up to ten participants by name. Each receives five “weal” fortunes; further, none of them can be killed until they reach double their maximum negative hit points (-20 for most). They are assured of their success and each receives a +2 morale bonus to all rolls.




Weal and Woe Fortunes: If a character who receives a ‘weal’ fortune that character’s next natural one (the die comes up ‘1) on a significant d20 roll becomes a ‘20’ (as if that had been rolled in the first place). A character with multiple ‘weal’ results will reroll that many ones. If a character who receives a ‘woe’ fortune that character’s next natural twenty (the die comes up ‘20’) on a significant d20 roll becomes a ‘1’ (as if that had been rolled in the first place). A character with multiple ‘woe’ results will reroll that many twenties.
Uncanny Dodge (Su)
At 2nd level, a seer retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a seer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Trap Sense (Su)
Starting at 3rd level, a seer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three seer levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Evasion (Su)
At 3nd level or higher if a seer 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 be used only if a seer is wearing light armor or no armor. A helpless seer does not gain the benefit of evasion
Improved Uncanny Dodge (Su)
At 5th level and higher, a seer can no longer be flanked. This defense denies a rogue the ability to sneak attack the seer by flanking her, unless the attacker has at least four more rogue levels than the target has levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Tongue of the Sun and Moon (Su)
A seer of 7th level or higher can speak with any living creature.
Improved Evasion (Su)
At 7th level, a seer’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless seer does not gain the benefit of improved evasion.
Major Prophecy (Su)
By spending an additional 400 XP, the seer can add her wisdom bonus to a prophecy roll (normally d10).
Greater Trance (Ex)
At 11th level, a seer’s bonuses to Intelligence and Wisdom during her trance each increase to +6, and her insight bonus on Reflex saves increases to +3. The penalty to AC remains at -2.
Tremorsense (SU)
A 13th level seer automatically senses the location of anything that is in contact with the ground and within range. If underwater, they can also sense the location of creatures moving through water.
If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.
As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the seer to detect them.
Conjuration sense (Ex)
While in a trance, a seer of 14th level or higher gains a +4 bonus on Reflex saves to resist conjuration spells. This bonus stacks with all other modifiers, including the insight bonus on Reflex saves she also receives during her trance.
Foresight (Su)
At 15th level, the seer gains a powerful sixth sense in relation to herself. she receives instantaneous warnings of impending danger or harm. She is never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever she would lose a Dexterity bonus to AC.
Gentle trance (Ex)
At 17th level and higher, a seer no longer becomes dazed at the end of her trance.
True Seeing (Su)
A 19th sees all things as they actually are. She sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the seer can focus her vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the seer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so the seer cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
This ability may be turned on or off as a free action.
Intense trance (Ex)
At 20th level, a seer’s bonuses to Intelligence and Wisdom during her trance each increase to +8, and her insight bonus on Reflex saves increases to +4. The penalty to AC remains at -2.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
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