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 DestinySkills. 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. |