Eldritch Inheritance: Seer

The seer eldritch inheritance has three features: Class skills (Spellcraft and Perception), a bonded item and the ability to intuit the events of the immediate future.

The Combat Seer (Fighter Archetype)

The combat seer has learned to use his uncanny intuition to his advantage. Knowing his opponent’s next move makes him deadly and elusive.  His friends learned long ago to avoid him at the card table.

Class Skills

The combat seer receives Spellcraft and Perception as class skills, but doesn’t receive Knowledge (dungeoneering) and Knowledge (engineering) as class skills.

This ability alters class skills.

Bonded Item

At 1st level, the combat seer receives a bonded item he uses as a focus for his clairvoyant abilities.  He must possess the bonded item to gain the benefit of his incredible anticipation and sixth sense abilities (he does not have to hold the item in his hands).  The player chooses the bonded item, which can be any item associated with divination or fortune telling, such as a deck of cards, a crystal ball or a bag of bones.  As long as the combat seer possesses the bonded item, he gains a +2 bonus on all Reflex saving throws.

If a bonded item is damaged, it is restored to full hit points the next time the combat seer rests. If the bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per combat seer level plus the cost of the item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

This ability replaces the fighter’s 1st level bonus feat.

Incredible Anticipation

At 2nd level, the combat seer gains a +1 bonus on Initiative checks. This bonus increases by +1 for every 4 levels beyond 2nd, to a maximum of +5 at 18th level.

This ability replaces bravery.

Sixth Sense

At 3rd level, a combat seer can glimpse into the immediate future and gain extraordinary abilities.  Each day he can use these abilities a number of times equal to 1/4 his combat seer level (minimum 1) plus his Charisma modifier.  He may have no more than two of these abilities active at one time.

Deadly Strike– As a standard action, a combat seer gains +2 on damage rolls for one minute. This bonus increasse by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 15th level.

Insightful Defense– As a standard action, a combat seer gains +2 to AC for one minute. This bonus increases by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 15th level.

Instinctive Strike– As a standard action, a combat seer gains +2 to attack rolls for one minute. This bonus increases by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 15th level.

Quickened Reactions– As a free action, a combat seer can act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action.

Second Sight – At the beginning of the combat seers turn, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.

Seer’s Eye– As a free action, a combat seer gains +5 on Spellcraft checks made to identify a magic item. This bonus increases to +10 at 11th level.

Seer’s Intuition– As a swift action, a combat seer gains a +2 bonus to Perception checks. This bonus lasts until the beginning of his next turn. This bonus increases by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 15th level.

This ability replaces armor training.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, but has long enjoyed creating histories and legends for his homebrewed worlds.

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