Seers are mystics, wise-folk and fortune-tellers in cultures that follow the old ways. These are not spell-casters, rather they can tap into the 'The Weave', the threads that connect the past, present and future of all living things and gain insights about what might come to pass.
In their cultures, they may be trained to fight, but lack some of the formal discipline of warriors.
Requirements Minimum WIS 9, Minimum CHA 9 Prime requisite: WIS Hit Dice: 1d6 Maximum Level: 14 Armour: Any Weapons: Any |
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Restrictions & Penalties
None
Special Abilities
Seer gain the following abilities from level 1
Rune Casting
Seers may glean an insight into the past, present and future by casting the Runes.
Roll a d3 followed by a d8 for each of past, present and future, and consult the table below
1d3 /1d8 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
1 | Fehu - Cattle Wealth, Abundance, Luck | Uruz - Bull Strength, Power, Courage | Thurisaz - Thorn Defence, Protection, Conflict | Ansuz - Ancestors Communication, Signs, Insight, Wisdom | Raidho - Cart Travel, Journey, Destiny | Kenaz - Torch Revelation, Clarity, Enlightenment | Gebo - Gift Exchange, Giving/Receiving, Balance | Wunjo - Joy Comfort, Happiness, Contentment |
2 | Hagalaz - Hail Chaos, Loss, Natural Disasters | Nauthiz - Need Hardship, Restriction, Survival | Ica - Ice Delays, Block, Challenge, Inaction | Jera - Harvest Bounty, Celebration, Prosperity | Eihwaz - Yew Tree Death, Transformation, Change, Renewal | Perthro - Cup Chance, Uncertainty, Mystery | Algiz - Elk Shield, Guardian, Reliability | Sowilo - Sun Energy, Health, Life |
3 | Tiwaz - Sky Honour, Justice, Authority | Berkano - Birch Mother, Nuture, Care, Fertiliity | Ehwaz - Horse Progression, Partnership, Fellowship | Mannaz - Man Self, Soul, Development | Laguz - Water Flow, ebb, Dreams | Inguz - Seed New Beginnings, Creation, Planting | Othala - Inheritance Passing of Traditions, Cultures, Values | Dagaz - Day Breakthrough, Truth, Success |
An additional high/low roll (or flip a coin) should be made for each rune, to determine if it has fallen in reverse, in which case the opposite meaning should be inferred.
Herb-wise
Seers are proficient healers using natural herbs and ingredients. With access to the correct herbs (see foraging rules), on a successful Wisdom check, the seer may deliver one of the following desired outcomes:
- Restore 1d4 hit points to a wounded character (takes 8 hours)
- Slow/Neutralise Poison (at referee's discretion)
- Poison a human size being (see poison rules)
- Cure a human size being of a non-terminal disease (at referee's discretion)
Seer Level Progression
| Saving Throws |
Level | No. Sessions To Level | Hit Dice | To Hit Bonus | D | W | P | B | S |
1 | 0 | 1d6 | 0 | 11 | 12 | 14 | 16 | 15 |
2 | 8 | 2d6 | 0 | 11 | 12 | 14 | 16 | 15 |
3 | 16 | 3d6 | 0 | 11 | 12 | 14 | 16 | 15 |
4 | 32 | 4d6 | 0 | 11 | 12 | 14 | 16 | 15 |
5 | 42 | 5d6 | 2 | 9 | 10 | 12 | 14 | 12 |
6 | 52 | 6d6 | 2 | 9 | 10 | 12 | 14 | 12 |
7 | 62 | 7d6 | 2 | 9 | 10 | 12 | 14 | 12 |
8 | 72 | 8d6 | 2 | 9 | 10 | 12 | 14 | 12 |
9 | 82 | 9d6 | 5 | 6 | 7 | 9 | 11 | 9 |
10 | 92 | 9d6+2* | 5 | 6 | 7 | 9 | 11 | 9 |
11 | 102 | 9d6+4* | 5 | 6 | 7 | 9 | 11 | 9 |
12 | 112 | pd6+6* | 7 | 6 | 7 | 9 | 11 | 9 |
13 | 122 | 9d6+8* | 7 | 3 | 5 | 7 | 8 | 7 |
14 | 132 | 9d6+10* | 7 | 3 | 5 | 7 | 8 | 7 |
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