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.