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Seer



Seers possess a healthy understanding of magic, combat, and skill.

Subclasses: Bard, Battle Mage, Celestial Disciple, Cleric, Disciple of Perfection, Dragon Disciple, Druid, Eldritch Knight, Hierophant, Holy Vindicator, Infernal Disciple, Inquisitor, Loremaster, Magus, Marshal, Nature Warden, Omdura, Oracle, Rage Prophet, Shaman, Skald, Technomancer, Trickster, Warpriest
Battle Herald
Dragon Disciple
Duelist
Eldritch Knight
Horizon Walker
Loremaster
Master Chymist
Mystic Theurge
Nature Warden
Rage Prophet
Technomancer

Class Points
Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
Cipher, Civilization, Deception, Diplomacy, Insight, Intimidation, Medicine, Mysticism, Nature, Physics, Survival

Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:


ADVANCEMENT

At every level, including 1st, you gain two class feats, two background feats, and one bonus feat.

Class feats are chosen from the list below if you are a Seer. Background feats are any General Feats feat or Innate Feats. Bonus feats are any feat you want that you meet the prerequisites for.



SEER FEATS

The following are Seer feats

BLOODLINE
You must have the Eldritch Heritage feat to select this feature. You gain the class skill granted by that bloodline as a class skill and the bloodline arcana of that bloodline. For each of the bloodline feats you possess, you also automatically learn one of the bloodline spells starting with the lowest tier and working your way up as you gain more.

DOMAIN
Select one domain and subdomain within that domain. For example, if you select Air as your domain, you could select Cloud, Lightning, or Wind as your subdomain. You gain all the Granted Powers and Domain spells of the selected domain and subdomain as if you were a 2nd level Cleric. You can take this multiple times selecting up to three domains and you can select the same Domain and subdomains multiple times, increasing your effective Cleric level by 2 each time.

MYSTERY
Select one Oracle Mystery and Curse. You gain the Oracle curse, the class skill granted by that mystery as a class skill, and one revelation from that mystery. Each additional time you select this feature, you gain on of the bonus spells and revelations provided by that mystery. You cannot gain the Final Revelation until you have at least 10 of the other revelations.




ADVANCED FEATS

At 10th level in this class you add the following to the list of class feats you can select.



MYTHIC FEATS

At 20th level in this class you add the following to the list of class feats you can select:
Hidden Master (Su): While invisible, any magical effect that attempts to detect you or remove or see through your invisibility (such as invisibility purge, see invisibility, and true seeing), must attempt a caster check every time (max once per round) it would affect you against DC10 + your rogue level. If this check fails, the effect does not detect you or remove or see through your invisibility. If the effect was a divination effect that explicitly targeted you (such as scrying), failing this check means all further attempts automatically fail for the next 24 hours or until you cease being invisible, whichever occurs first. In addition, while you are Invisible and actively using the Stealth skill, you also gain the benefits of the Cover Scent and Hidden Presence spells using your rogue level as the caster level.

Master Hunter (Ex): You must have Quarry, Improved Quarry, Track, Swift Tracker, and Favored Enemy as a ranger to select this capstone. You become a master hunter can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Seen It Before (Ex): You must have at least one Favored Enemy and Favored Terrain to select this capstone. You are wise to all the tricks of your prey adding your favored enemy bonus as an insight bonus on saves against spells and abilities used by favored enemies. You also add this bonus to saves against natural hazards and dangers native to your Favored Terrains.