Seer

A shamanistic type, often using ancient divination magic to commune with the gods and reveal information about the world around them.

Ability Score Increase:

  Level 1: +1 Magic +1 Foresight   Level 4: +2 Magic +1 Foresight   Level 7: +2 Magic +2 Foresight +1 Perception   Level 10: +5 Magic +3 Foresight +1 Perception +1 Intellect  

Class Level Abilities

Level 1

Active Abilities
Guidance: A Seer can use prophetic visions to guide themselves and their allies. As a minor action, a Seer can expend 2 mana to subtract thrice their Seer level from a skill check, attack roll or dodge roll of an ally within 4 meters. If this ability would make a roll negative, it automatically becomes a 1 instead. This ability can only be used once per phase.  
Conditional Abilities
 
Passive Abilities
Abrasion to Technology: When attempting to use a technological anomaly, a Seer receives a -25 to the roll. The Seer gets a -25 on Energy Weapons, Energy Shield, Firearms, Technology, Mechanical Riding, and Use Energy Shield.   Casting Charms: The Seer can use little bones, rocks, and other trinkets as a focus for divination. When using objects related to the scrying target they gain an additional +12 to Scry.   Devotion to the Divines: All religious classes gain a bonus from their chosen deity from the List of Religions or one of its corresponding holy domains. When you first gain this feature from a class select either a deity's bonus or a domain bonus from the Religious Domains.   Diviner Associate: Seers consider the Diviner class and the Oracle class to be part of the Religious Class Group for the purpose of multi-classing. If this class is taken at level 1, the caster can choose to use either Arcana or Divination as their casting ability.   Future Sight: Brief insights to the future allow the Seer to predict actions of others and in move to react. The Seer adds their Magic score in addition to Foresight when calculating Dodge.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Low Starting Mana Pool: Gain 30 mana.   Teachings of Magic: A Seer gains five spells and a spellbook addition. This addition may be in the back end of their religious scripture, or in a separate book, at the player’s choice. If multiclassing and the player has any levels in Priest, the player instead gains +3 new spells, and uses the same spellbook as before.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge I: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Shamanistic Teachings: When this level is taken, choose one of the following abilities:

  • Primal Calling: Choose one of the following elements: Air, Fire, Ground or Water. Gain one additional spell with that element's subtype. Spells the Seer cast of that subtype cost 25% less Mana.

  • Prophetic Visions: Gain one additional spell of the Divination school. Divination spells the Seer cast cost 25% less Mana.

  • Soothsayer: As a partial action, the Seer can cast a hex upon a target creature with 10m at the cost of 10 Mana. The creature must make a simple FOR save or become hexed by the Seer and must roll twice on their next action and the Seer can pick which result to take. For every third level after the first increase the save success category by one.
 

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge II: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Future Sight II: Brief insights to the future allow the Seer to predict actions of others and in move to react. The Seer adds their Magic score in addition to Awareness when calculating Initiative.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge III: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Greater Teachings of Magic: A Seer gains five new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge IV: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge V: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge VI: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Blessings of Magical Knowledge VII: A Seer gains two new spells.   Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Diviner Lessons: When this ability is gained, for each instance of Diviner Lessons you already have, gain an additional +10 to either Arcana or Divination depending on which was chosen for Diviner Associate.   Mastership of Magic: A Seer gains ten new spells.   Religious Master Mana Pool: A Seer gains 250 Mana.
Class Currency Modifier: 1
Religious-Only Spells

List of All Spells

Alter Other
Alter Self
Angelic Wing Alteration
Anticipate Weakness
Arcane Ballistics
Arcane Blast
Bless
Blightstorm
Bobby's Boiling Bath
Bobby's Bouncing Bubble
Bramble Bomb
Conjure Campsite
Conjure Food
Conjure Water
Control Dead
Detect Unlife
Dimensional Step
Discern Direction
Divine Blast
Draconic Wing Alteration
Elemental Expulsion
Endeavourquake
Envisage
Esmeralda's Sphere of Polymorph
Fae Wing Alteration
False Image
Feeling of Invulnerability
Fire Barrier
Fire Blast
Flame Shackles
Flare
Foretell Doom
Gather Power
Growth
Growth, Superior
Guided Strike
Gust
Hoarder's Favorite Weapon
Ice Barrier
Ice Shackles
Icicle Spike
Illusionary Bolt
Illusions of Grandeur
Inflict Sickness
Iron Barrier
Lightning Shackles
Lightning Strike
Mend Flesh, Greater
Mend Flesh, Lesser
Mend Flesh, Moderate
Mend Flesh, Ultimate
Mending, Lesser
Mending, Moderate
Mending, Superior
Mending, Ultimate
Meteor Storm, Greater
Meteor Storm, Lesser
Mikhail's Explosive Gifts
Mous's Miniature Mouse
Mud Barrier
Nature's Bounty
Nightmare
Plague
Planar Shift
Polymorph Ally
Polymorph Foe
Polymorph Self
Prophesized Pain
Protection from Angelic and Good
Protection from Angelic and Good, Greater
Protection from Demonic and Evil
Protection from Demonic and Evil, Greater
Protective Visions
Purge Undead
Reduction
Reduction, Superior
Repair Appendage
Repair Limb
Restore Appendage
Restore Life, Greater
Restore Life, Lesser
Restore Life, Moderate
Restore Life, UItimate
Restore Limb
Rock Barrier
Shadow Shackles
Shock
Shudder the Soil
Sir Saja's Shrinking
Slice and Dice
Speak with Dead
Stabilize Vitals
Static Blast
Summon Person
Summon Person, Greater
Tekkit's Terrific Trick
Tekkit's Tiny Trick
Telepathic Message
Telepathic Oratory
Telepathic Speech
Teleport
Teleport, Greater
Teleport, Lesser
Teleportation Portal
Toxic Fumes
Wall of Death
Wall of Life
Water Barrier
Water Breathing
Wave of Frost
Wave of Heat
Wind Barrier