Seer

Class Description

“I respect your wisdom, Redwall scholar. We are both canny to the past, but I am canny to the future.”

Why be a Seer? You want to be a powerful guide who makes use of impactful, quasi-magical abilities. Seers are an excellent choice for players who want to rely on maximizing the effectiveness of special abilities.

Attributes. +1 Brains, +2 Destiny
Skills. Learn three of: Coercion, Influence, Lore, Medicine, Performance, and Searching
Statistics. 3 Fight, 4 Counter, +2 Spirit
Traits. Seers gain the following traits at 1st level:
  • Revelations: May use glory to see a vague - but informative - glimpse into the past or future of your current location or about a creature you are speaking to.
  • Premonitions: Once per rest, you may make an early risk roll during a tick of interaction or watch of journey. That result is then applied the next time a risk roll would occur.
  • Enigma: May empower your Seer abilities when they are used. An empowered ability use has changed effects and costs, as indicated in the { } brackets in your ability descriptions. If an empowered ability requires telegraphing, it must be announced before use.

Equipment

Pack Equipment.

  • Outfit (20g or less)
  • 2 Weapons (10g or less each)
  • Cloak
  • Tent
  • Water Gourd

Pouch Equipment

  • Dagger
  • Poison
  • Poultice
  • Sleeping Powder
  • Tinderbox Kit
  • 2 Torches

Abilities

Seers have the following ability options:

  • Destiny's Judge (Reaction, One, 1{3}sp): If target is about to make an attack roll, give +/- 2 Fight {and +/- 1 damage}.
  • Malefic Visions {[T]} (Action, One {Area Foes}, 2sp): Target{s} lose 3 guard. You lose 1 HP.
  • Accept Fate (Reaction, Self, 2sp): (Reaction, Self, 1{3}sp): If you were just damaged, become Bold {and 1 other boon}.
  • Reject Fate (Reaction, One, 3sp): If target is about take damage, remove 2 damage {and apply it to yourself and the attacker}.
  • Heir to Destiny (Reaction, One, 1{3}sp): If target just lost a boon, you gain it {and target regains it}.
  • Fateful Guide {[T]} (Action, Adjacent Allies, 3sp): Targets become Focused {and become Hasted}.
  • Happenstance {[T]} (Action, Other {Two Other}, 1sp): Target{s} may move.
  • Fateful Hindrance {[T]} (Action, One {Three}, 2sp): Target{s} are Slowed.
  • Words of Valor {[T]} (Action, Three, 3sp): Targets are Mighty. {Targets first lose all conditions.}
  • Visions of Doom {[T]} (Action, One {Area Foes}, 2sp): Target{s} are Shaken or Feeble.
  • Fear of Failure {[T]} (Action, One {Area Foes}, 2sp): Target{s} are stunned.

Progression

The Seer receives additional benefits at the following levels:

Level Feature
2 +1 Fight, +1 to two Attributes, also choose:
+1 Counter OR +1 Health
3 +1 Destiny, also choose:
Spirited Enigma: When you use your Enigma trait to empower an ability, the cost of the ability is reduced by 1 SP.
OR
Shared Legacy: You may create a legacy item bond with legendary items.
4 Learn an ability and a skill from the Seer list, +1 Spirit, +1 to two Attributes, also choose:
+1 Fight OR +1 Counter
5 +1 Brains, also choose:
Dark Forest Guide: You may allow defeated party members to use your Destiny, spirit, and glory.
OR
Destiny's Favor: You may add a Destiny trait for every 2 points of Destiny instead of every 3.
6 Learn an ability from the Seer list, +1 Spirit, +1 to two Attributes
7 +1 Health & Counter, also choose:
+1 Fight OR +1 Health
8 +1 Fight, Counter, Health, & Spirit; +1 to two Attributes, also choose:
Paw of Doom: On Amaze with an attack, you may activate any non-empowered Seer ability on the target as a reaction.
OR
Fateful Outcome: When you Squeak on a check, you may Amaze instead.

See Also