SEER

This class is specific to the d20-40k setting but borrows heavily from System Reference Document specifically from the Acolyte d20 Modern SRD class. The Seer is a Mystic Psyker. Eldar are the masters of mysticism, it is the by far the safest form of psychic power to practice. However it is also requires a rigorous dedication and a really calm, empty mind. Seers are considerably less common in Imperial space than Magi. Seers typically are employed as either psychic healers, fortune tellers (reading from the sacred cards called the Emperor’s Tarot) or guidance counsellors. It is only the Seer that has a mind pure enough to accept that portion of the Emperor’s mind that enables one to become an Astropath. Mystic psychic levels are required for the Astropath Prestige Class.

 

Requirements

To qualify to become a Seer, a character must fulfill the following criteria.

Base Attack Bonus: +2.

Skills: Knowledge (theology and philosophy) 6 ranks, Listen 6 ranks, Sense Motive 6 ranks.

Allegiance: At the time that the character receives her first level in the Seer she must pledge allegiance to a recognized Imperial Faith. (Note that xenogens, like Eldar have a different set of allegiances to choose from.) Her options are:

Imperial Cult, No Particular Diocese (symbol Golden Throne)

Imperial Cult, Humanist Emperor (symbol Carved Dove)

Imperial Cult, Warrior Emperor (symbol Hammer)

Imperial Cult, Protector Emperor (symbol Crown of Thorns)

Redemptionist Cult (symbol Flaming Censer)

Machine Cult of the Adeptus Mechanicus (symbol 12-spoked cog)

 

Holy Symbol: When the character declares her allegiance, she must carry with her the symbol of her dedication to her allegiance (so for instance a 12-spoked cog necklace in the case of a Machine Cult Seer). If she carries many symbols or adorns herself with them she must select one as the primary symbol. This object is referred to as the Seer’s holy symbol. It is typically of Tiny or Diminutive size, so that it can be easily held and manipulated in one hand, and its weight is negligible, so that it does not affect the Seer’s carrying capacity.

A Seer needs her holy symbol in order to cast certain mystic psychic powers. It is also necessary for the Seer to be able to turn or destroy daemons and xeno-beasts (see below).

 

CLASS INFORMATION

The following information pertains to the Seer advanced class.

 

Hit Die

The Seer gains 1d8 hit points per level. The character’s Constitution modifier applies.

 

Action Points

The Seer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

 

Class Skills

The Seer’s class skills are as follows.

Concentration (Con), Craft (structural, visual arts, writing) (Int), Diplomacy (Cha), Knowledge (behavioral sciences, earth and life sciences, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive, Speak Language (none), Psychic Sense (Wis), Treat Injury (Wis).

 

Skill Points at Each Level: 5 + Int modifier.

 

Table: The Seer

Class Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Defense

Leadership

1st

+0

+2

+0

+2

Mystic powers

+1

+2

2nd

+1

+3

+0

+3

Turn or destroy daemons, mystic powers

+1

+2

3rd

+2

+3

+1

+3

Bonus feat, mystic powers

+2

+2

4th

+3

+4

+1

+4

Spontaneous casting, mystic powers

+2

+3

5th

+3

+4

+1

+4

Combat casting, mystic powers

+3

+3

6th

+4

+5

+2

+5

Bonus feat, mystic powers

+3

+3

7th

+5

+5

+2

+5

Turn or destroy alien beast, mystic powers

+4

+4

8th

+6

+6

+2

+6

Emperor’s Tarot, mystic powers

+4

+4

9th

+6

+6

+3

+6

Bonus feat, mystic powers

+5

+4

10th

+7

+7

+3

+7

Maximize power, mystic powers

+5

+5

 

CLASS FEATURES

All of the following features pertain to the Seer advanced class.

 

Mystic Powers

The Seer gains a Mystic Psychic Level everytime this class feature appears in the Special section of the Seer table. A level 1 Seer will have a minimum Mystic Psychic Level of 3. Over the course of the 10 Navigator class levels this increases by 10 to a total of 13 or more depending on the psychic level before the class was taken. To see the effects of having a Mystic Psychic Level see the Psychic Section of the d20-40k manual.

 

Turn or Destroy Daemons

Starting at 2nd level, a Seer gains the supernatural ability to affect daemonic creatures, such as nurglings, bloodletters and daemon princes. The Seer can drive them away or perhaps destroy them.

 

How Turning Works: A Seer can turn daemons (or other types of creatures at higher level) as an attack action. Doing so does not provoke an attack of opportunity. A Seer must present her holy symbol to make a turning attempt, holding it in one hand in such a way that it is visible to the creatures she wants to affect.

 

Times per Day: A Seer may attempt to turn a number of times per day equal to 3 + her Charisma modifier.

 

Range: The Seer turns the closest turnable creature first. She can’t turn creatures that are more than 60 feet away or that have total cover.

 

Turning Check: First, roll a turning check to determine how powerful a creature you can turn. This is a Charisma check (1d20 + Charisma modifier). The table below shows the Hit Dice of the most powerful creature you can affect, relative to your Seer level. With a given turning attempt, you can’t turn any creature whose Hit Dice exceeds the result of your turning check.

Turning Check Result

Maximum Hit Dice

0 or lower

Seer level –4

1–3

Seer level –3

4–6

Seer level –2

7–9

Seer level –1

10–12

Seer level

13–15

Seer level +1

16–18

Seer level +2

19–21

Seer level +3

22 or higher

Seer level +4

 

Turning Damage: If your turning check result is high enough to let you turn at least some of the undead (or other appropriate) creatures within 60 feet, roll 2d6 and add your Seer level and your Charisma modifier to the result to determine turning damage. That’s how many total Hit Dice of undead (or other) creatures you can turn on this attempt.

You may skip over already turned creatures that are still within range so that you don’t waste your turning capacity on them.

 

Effect and Duration of Turning: Turned creatures flee from the Seer by the best and fastest means available to them. A turned creature flees for 10 rounds (1 minute). If it can’t flee, it cowers (can take no actions, –2 penalty to Defense).

If the Seer moves to within 10 feet of a cowering turned creature, it overcomes the turning and can act normally. (The Seer can be standing within 10 feet of the creature without breaking the turning effect; she just can’t approach any closer to the creature.) The Seer can attack a turned and cowering creature with ranged attacks from more than 10 feet away, and others can attack in any fashion, without breaking the turning effect.

 

Destroying Daemons: If the Seer has twice as many Seer levels (or more) as the creature has Hit Dice, she destroys any creature that she would normally turn.

 

Bonus Feats

At 3rd, 6th, and 9th level, the Seer gets a bonus feat. The bonus feat must be selected from the following list, and the Seer must meet all the prerequisites of the feat to select it.

Animal Affinity, Advanced Melee Weapons Proficiency, Armour Proficiency (light), Attentive, Combat Expertise, Educated, Frightful Presence, Iron Will, Medical Expert, Studious, Trustworthy, any Meta-psychic feats.

 

Spontaneous Casting

A Seer of 4th level or higher can channel stored energy into powers she has not prepared ahead of time. The Seer “loses” a prepared power to cast any ‘cure’ psychic power (any psychic power with cure in the psychic power name).

 

Combat Casting

At 5th level, the Seer becomes adept at casting powers during combat. She gets a +4 bonus on Concentration checks made to cast a power while on the defensive.

 

Turn or Rebuke Alien Beast

At 7th level, the Seer gains the supernatural ability to affect alien beasts like Tyranids. This ability works just like turning daemons, except the creature type is alien beast. The number of times per day the Seer can make a turning attempt (3 + Cha modifier) does not increase.

 

Emperor’s Tarot

This particular class ability is specific to Imperial seers only (so if you’re playing an Eldar Seer this ability would be replaced by a Rune Reading or something that would have a similar effect.) The Emperor’s Tarot is a gift favoured by the more mystical members of the Inquisition and of many members of the Ecclesiarchy. The Emperor’s Tarot is a series of cards from which 3 are drawn to provide portents about the future. The Mystic Psyker may use the Emperor’s Tarot as often as she likes, but each time a proper preparation to read tarot cards is required. Reading Tarot Cards requires at least three hours, it is quite a lengthy procedure.

 

A DC 15 Credit check must be made on incense and other aids. The psyker must focus on something (such as a person, place or thing) and the tarot cards might give insights into the nature of that subject – hinting at the future to come. The Emperor’s Tarot consists of 52 cards and 3 jokers. Seers may design their own cards or use a predesigned deck. The suit, the number and the picture all have different significances. Since the decks are commonly made by the most knowledgeable seers it is quite possible to draw a card not knowing what the image is – but still knowing what it means.

 

A possible set of Tarot cards is listed below including many of the Xenogens mankind has had the most interactions with recently.

 

Clubs

Image

Diamds

Image

Spades

Image

Hearts

Image

2

Slaanesh

2

Nurgle

2

Tzeentch

2

Khorne

3

Weak Man

3

Poor Man

3

Hungry Man

3

Dead Man

4

Astropath

4

Medic

4

Psyker

4

Arbiter

5

Ratling

5

Adeptus Mec.

5

Navigator

5

Ogryn

6

Exodite

6

Kroot

6

Genestealer

6

Mushroom

7

Garden

7

Fringe World

7

Battlefield

7

Forge

8

Cultist

8

Necron

8

Pirate (Eldar)

8

Ork

9

Eldar

9

Squat

9

Preacher

9

Tau

10

Heretic

10

Mutant

10

Daemon

10

Xenogen

Jack

Quill Pen

Jack

Boltgun

Jack

Assassin

Jack

Power Armour

Queen

Administrator

Queen

Power Sword

Queen

Inquisitor

Queen

Space Marine

King

Terra

King

Machine God

King

Throne

King

Emperor

Joker 1:

 

Joker 2:

 

 

Joker 3:

 

The Great Harlequin

 

The Young Emperor

 

Horus the Betrayer

The GM should tell the player which cards he has drawn. He should also tell the player what they signify and may choose to hint at things to come.

 

A word of caution: This ability is largely a role-playing one. How much or how little the GM chooses to reveal will depend upon the GM. This is an ability that could be very useful (if not critical if the GM chooses to assume his resident Seer will use this ability at certain junctures) to being not at all useful if the GM doesn’t want to reveal his carefully laid plans. As a player be wary that you may not always get what you want out of this ability, as a GM be aware that one of your players is taking the Seer class and will eventually get this class ability. No one wants to have an ability they can’t use, so try to incorporate it into the campaign.

 

Maximize Power

At 10th level, a Seer learns to cast some of her powers to maximum effect. All variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Powers without random variables are not affected.

When a maximized power is prepared, it is treated as a power of three levels higher than the power’s actual level.

 

 

 

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