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View Full Version : D&D 3.x Class Occult Seer [PEACH]



kinem
2020-08-05, 06:16 PM
Note: This is a revision of my Arcane Seer (https://forums.giantitp.com/showthread.php?585878-Arcane-Seer-PEACH) class.


Occult Seer (D&D 3.5)

[/TD]\n[/TR]\n\n\tLevel\n\tBAB\n\tFort\n\tRef\n\tWill\n\tSpeci al \n\t0lvl\n\t1st\n\t2nd\n\t3rd\n\t4th\n\t5th\n\t6th \n\t7th\n\t8th\n\t9th
\n\n\n\t1st\n\t+0\n\t+0\n\t+2\n\t+2\n\tSudden Insight, Armored Mage, Dream Visions, Cursed Head, Ask the Unseen, Key Ability, Spells, Spell Preparation Ability\n\t5\n\t3\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n\ t—\n\t—
\n\n\n\t2nd\n\t+1\n\t+0\n\t+3\n\t+3\n\tShare my Vision\n\t6\n\t4\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n\t —\n\t—
\n\n\n\t3rd\n\t+2\n\t+1\n\t+3\n\t+3\n\tHunter's Eye\n\t6\n\t5\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n \t—
\n\n\n\t4th\n\t+3\n\t+1\n\t+4\n\t+4\n\t\n\t6\n\t6\ n\t3\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t5th\n\t+3\n\t+1\n\t+4\n\t+4\n\t\n\t6\n\t6\ n\t4\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t6th\n\t+4\n\t+2\n\t+5\n\t+5\n\t\n\t6\n\t6\ n\t5\n\t3\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t7th\n\t+5\n\t+2\n\t+5\n\t+5\n\t\n\t6\n\t6\ n\t6\n\t4\n\t—\n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t8th\n\t+6/+1\n\t+2\n\t+6\n\t+6\n\t\n\t6\n\t6\n\t6\n\t5\n\t3\ n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t9th\n\t+6/+1\n\t+3\n\t+6\n\t+6\n\tTelepathy\n\t6\n\t6\n\t6\n \t6\n\t4\n\t—\n\t—\n\t—\n\t—\n\t—
\n\n\n\t10th\n\t+7/+2\n\t+3\n\t+7\n\t+7\n\t\n\t6\n\t6\n\t6\n\t6\n\t5\ n\t3\n\t—\n\t—\n\t—\n\t—
\n\n\n\t11th\n\t+8/+3\n\t+3\n\t+7\n\t+7\n\t\n\t6\n\t6\n\t6\n\t6\n\t6\ n\t4\n\t—\n\t—\n\t—\n\t—
\n\n\n\t12th\n\t+9/+4\n\t+4\n\t+8\n\t+8\n\t\n\t6\n\t6\n\t6\n\t6\n\t6\ n\t5\n\t3\n\t—\n\t—\n\t—
\n\n\n\t13th\n\t+9/+4\n\t+4\n\t+8\n\t+8\n\t\n\t6\n\t6\n\t6\n\t6\n\t6\ n\t6\n\t4\n\t—\n\t—\n\t—
\n\n\n\t14th\n\t+10/+5\n\t+4\n\t+9\n\t+9\n\t\n\t6\n\t6\n\t6\n\t6\n\t6\ n\t6\n\t5\n\t3\n\t—\n\t—
\n\n\n\t15th\n\t+11/+6/+1\n\t+5\n\t+9\n\t+9\n\t\n\t6\n\t6\n\t6\n\t6\n\t6\ n\t6\n\t6\n\t4\n\t—\n\t—
\n\n\n\t16th\n\t+12/+7/+2\n\t+5\n\t+10\n\t+10\n\t\n\t6\n\t6\n\t6\n\t6\n\t 6\n\t6\n\t6\n\t5\n\t3\n\t—
\n\n\n\t17th\n\t+12/+7/+2\n\t+5\n\t+10\n\t+10\n\t\n\t6\n\t6\n\t6\n\t6\n\t 6\n\t6\n\t6\n\t6\n\t4\n\t—
\n\n\n\t18th\n\t+13/+8/+3\n\t+6\n\t+11\n\t+11\n\t\n\t6\n\t6\n\t6\n\t6\n\t 6\n\t6\n\t6\n\t6\n\t5\n\t3
\n\n\n\t19th\n\t+14/+9/+4\n\t+6\n\t+11\n\t+11\n\t\n\t6\n\t6\n\t6\n\t6\n\t 6\n\t6\n\t6\n\t6\n\t6\n\t4
\n\n\n\t20th\n\t+15/+10/+5\n\t+6\n\t+12\n\t+12\n\t\n\t6\n\t6\n\t6\n\t6\n\t 6\n\t6\n\t6\n\t6\n\t6\n\t6
\n\n

Alignment: Any
Hit Die: 1d8

Skill Points at 1st Level: (4 + Int modifier) × 6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: Appraise, Autohypnosis, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Heal, Knowledge (any), Listen, Profession (Fortune Teller), Search, Sense Motive, Spellcraft, Spot, Use Magic Device

Armor and Weapon Proficiency: The Occult Seer gains proficiency with all light armor, all simple weapons, and the scythe.

Sudden Insight (Ex):
The Occult Seer can use this ability to do any of the following. It takes an immediate action unless otherwise noted, but can be used even if flat-footed. This ability can be used a number of times per day equal to the Occult Seer's class level + 3.
- Gain a +1d6 insight bonus on any d20 roll. The insight bonus increases by 1/3 of the Occult Seer's class level, rounded down. If the bonus is applied to a skill check for which you are untrained, you can make the check as if trained.
- Gain a +1d6 insight bonus on a damage roll, +2 per class level.
- Gain a +1d6 insight bonus to AC for one round, +1/3 per class level (rounded down).
- On the next attack roll the Seer makes in the same round, the target loses any Dexterity bonus to AC.
- Gain the benefit for 1 round of any Armor or Weapon Proficiency feat or Fighter Bonus Feat for which the Occult Seer meets the prerequisites.
- Retain your Dexterity bonus to AC against any attacks and avoid being subject to flanking for one round.
- Understand (but not speak) all spoken languages for the next minute.
- If you can cast Dispel Magic or a similar spell, cast it as a Counterspell only as an immediate action.

Ask the Unseen (Sp): As a standard action you can cast Commune as a spell-like ability, with no XP cost. This can be done up to once per day.

Armored Mage: When casting Occult Seer spells the arcane spell failure chance due to armor is 20% less than the standard chance.

Dream Visions (Su):
The Occult Seer may recieve visions while asleep. There is a % chance per night equal to the Occult Seer's class level of this happening. If it does, treat it as though the Occult Seer cast a Contact Other Plane spell. Sudden Insight can be used for the intelligence check, and the Occult Seer can take 10 on the check.

Cursed Head (Ex): At some point, an Occult Seer recieved some kind of head injury, causing permanent effects which might just now be surfacing. As a result of the injury, the Occult Seer gains a Flaw, which can be chosen. The effect does have some benefits though, and the Occult Seer can also choose any bonus Feat for which the qualifications are met.

Key Ability: You choose either Wisdom or Charisma to be your Key Ability. This choice must be made at first level and can never be changed.

Share my Vision (Su): Starting at second level, as a standard action, you can direct your gaze at another creature that you see within 30', and attempt to share a vision. An unwilling creature can resist with a Will save (DC 10 + 1/2 class level + Key Ability modifier). If successful, you both see a brief vision of the creature's past or future (DM's call) and the creature is dazed for 1 round. This is a mind-affecting ability unless used on an undead creature. Each creature can only ever be targeted once by this ability from the same Occult Seer, and failed attempts count.

Hunter's Eye (Sp): Starting at 3rd level, you can cast Hunter's Eye as a spell-like ability as a swift action, which gives you the Sneak Attack ability for +1d6 per 3 caster levels (round down) and is automatically Persistent for a 24 hour duration. Casting it again removes the previous casting but resets the duration. It does not stack with itself or with the spell of the same name (PHB2), but does stack with another source of the Sneak Attack ability if you have it. It can be dispelled.

Telepathy (Su): Starting at 9th level, the seer can communicate telepathically with any creature that can understand language. This has a range of 5' per class level.

Spells:
The Occult Seer casts arcane spells and can spontaneously cast any spell on the class' spell list. Spell DC is 10 + spell level + Key Ability bonus, and the Seer recieves bonus spells for having a high Key Ability. The Seer must have a minimum Key Ability of 10 + spell level to cast a spell. (If using Pathfinder rules, then the spells are psychic instead of arcane.)

In some cases, psionic powers are included in the spell list. In such cases, they are still cast as arcane spells, not psionic powers, and have verbal and somatic components. If the power could be augmented, then an Occult Seer could augment the spell by using a higher level spell slot, which has the effect of casting it as if 2 additional power points per additional spell slot level were used.

While Occult Seer spell training focuses primarily on divinations, it also includes some magic to communicate, to foil other spellcasters, to provide false information in certain contexts, and to manipulate time in other ways than just fortelling the near future.

Spell Preparation Ability: To a limited extent, any spell (on the class' spell list or not) can be prepared by studying from a spellbook, prayer book, or scroll that contains that spell. Such study takes 10 minutes per spell and does not use up a scroll. If it's a Divination spell, it takes up a spell slot of the normal level; if some other school, it takes a spell slot 3 levels above its actual spell level. Up to one spell slot per level of spells can be used to hold a prepared spell. If unable to cast spells of the necessary level, the Seer can't prepare that spell. The necessary spell slot might be further adjusted by metamagic feats, and can be released by casting or voluntarily losing the spell, though it is spent for the day. The same spell can be prepared more than once, but an additional preparation requires use of an available higher level spell slot.

Occult Seer spells:
0th: arcane mark, daze, detect magic, detect poison, guidance, know direction, message, read magic
1st: comprehend languages, critical strike, detect animals or plants, destiny dissonance (psionic), detect chaos/evil/good/law, detect secret doors, detect snares and pits, detect undead, doom, golem strike, grave strike, hawkeye, healer's vision, identify, insightful feint, know greatest enemy, moment of clarity, obscure object, omen of peril, restful slumber, shield, sign, speak with animals, spontaneous search, true strike, true casting, undetectable alignment
2nd: allied footsteps, animal messenger, arcane eye, augury, blessed aim, celerity (lesser), chain of eyes, clairaudience/clairvoyance, detect thoughts, dream lock, find traps, heroics, insidious insight, insight of good fortune (no material component), know vulnerabilities, listening lorecall, locate object, misdirection, near horizon, object reading (psionic), see invisibility, sensitivity to psychic impressions (psionic), share husk, status, tactical precision, whispering wind
3rd: alter fortune, analyze portal, anticipate teleportation, arcane sight, battlemagic perception, circle dance, clarity of mind, commune with lesser spirit, dispel magic, dream spirit, elemental eye (any), enduring scrutiny, find the gap, haste, helping hand, interplanar message, invisibility purge, know opponent, listening coin, nondetection, secret page, slow, speak with dead, speak with plants, spellcaster's bane, telepathic bond (lesser), tongues, treasure scent
4th: anchored navigation (psionic), assay spell resistance, celerity, commune with nature, detect scrying, discern lies, divination, implacable pursuer, lay of the land, legend lore, locate creature, revelation, scrying (any mirror or water surface can be used as a focus), spell theft, spiritual advisor, unluck, weather eye
5th: commune (no XP cost), contact other plane (as Dream Visions), break enchantment, dream, dreaming puppet, echo skull, false vision, fever dream, find the path, mage's private sanctum, nightmare, permanency (no XP cost when used on an Occult Seer spell), prying eyes, Rary's telepathic bond, scry location (any mirror or water surface can be used as a focus), status (greater), true seeing (no material component), zone of revelation
6th: analyze dweomer, anticipate teleportation (greater), contingency, dispel magic (greater), dream casting, dream sight, eye of stone, eyes of the oracle, hindsight, interplanar telepatic bond, probe thoughts, scrying (greater), stone tell
7th: arcane sight (greater), brain spider, commune with greater spirit, fiendish clarity, gem tracer, kiss of draconic defiance, vision
8th: celerity (greater), chain dispel, discern location, hypercognition (psionic), moment of prescience, mind blank, prying eyes (greater), screen, visions of the future
9th: absorption, eye of power, foresight, Khelben's dweomerdoom, metafaculty (psionic), programmed amnesia, reaving dispel, replicate casting, time stop

nonsi
2020-08-08, 08:39 AM
.
What is the frequency of Dream Visions?

kinem
2020-08-08, 09:35 AM
As noted there’s a 1% chance per class level per night for Dream Visions. Maybe that could have been worded more clearly. Any other comments? Thanks.

nonsi
2020-08-08, 01:44 PM
As noted there’s a 1% chance per class level per night for Dream Visions. Maybe that could have been worded more clearly. Any other comments? Thanks.

Actually, the chances for success are perfectly coherent.
What I didn't find is: how many times per day/week/month/year you can use it?
Is it checked again and again every night? Seems excessive to me.

kinem
2020-08-08, 02:23 PM
Yes, the chance is checked every night. It's not something the Seer can decide to do or not do.

nonsi
2020-08-08, 05:58 PM
Yes, the chance is checked every night. It's not something the Seer can decide to do or not do.

Seems like an unfair tax upon the DM, when it comes to visions.
What might be nice for an encounter or two becomes an irritation once you have to repeat it all the time every time.
Leave it in the hands of the DM to decide when to draw that card.

kinem
2020-08-08, 07:50 PM
I really don't see the problem. Even at mid to high levels, it won't happen every night. By that time the PC could just cast Contact Other Plane as a spell far more often than that.

And it doesn't have to be roleplayed if neither the player nor the DM want to. If the PC spends a few months in downtime between adventures, the DM can just say "As usual, you had a few dream visions during that time, but unless there's something in particular you want to use them to ask about, there's no need to detail them."

JNAProductions
2020-08-08, 08:33 PM
I really don't see the problem. Even at mid to high levels, it won't happen every night. By that time the PC could just cast Contact Other Plane as a spell far more often than that.

And it doesn't have to be roleplayed if neither the player nor the DM want to. If the PC spends a few months in downtime between adventures, the DM can just say "As usual, you had a few dream visions during that time, but unless there's something in particular you want to use them to ask about, there's no need to detail them."

"The rule isn't an issue if you just ignore it."

That's not exactly a stellar recommendation for having it, then.

kinem
2020-08-08, 09:38 PM
Glossing over downtime events and ignoring rules are completely different.

Most PCs need to eat. If an adventure is starting in a tavern, the foods and prices will probably be detailed. But over the course of a month in downtime will the PC consume a variety of foods probably including chicken, pork, and bread. These meals will not be detailed, unless special conditions apply, such as a famine making food hard to get. The dream visions are no different.

Any other comments on the class?

Elves
2020-08-10, 07:22 PM
Dream Visions is interesting (good), and the basic +d20roll and +AC uses of Sudden Insight seem ok, but I don't think the rest works. You seem to be compensating for the lack of offense by trying to make it a gish, but I don't see the fluff reason for that or why mechanically someone wanting to play a gish would be drawn to this class. I'd rather see some interesting class features and/or class-specific spells that give divination magic more offensive options.