Possibly unbalanced PrC- the Druidic Seer

One of my players wrote up this Prestige Class for another players character. The PC's are all 10th level now, and the druid with a murder of crows is looking for something divinationy for druids, which I thought was fair.

I love the general Odin-vibe concept of this take but I'm not sure if it balances properly. It has a lower BAB, skill points and HD then druids, it lacks a lot of the nifty druid stuff and its chock full of Attribute losses and periods out of comission but it has a lot of stuff.

So, I guess my question to you all is is this a good PrC and what changes would you make before letting in your game.

The Seer

Prerequisites:
* Scry: 8 ranks
* Animal Empathy: 8 ranks
* Need Iron Will
* Able to cast 3rd level divine spells
* Must have 9 HD of Cohorts or Animal Companions
* Must have a neutral component to their alignment
* Must go through the Testing Trial

Hit Die: d6
BAB: As wizard
Saves: As druid
Spell progression: As druid
Spell list: As druid
Skill Points: +4

Class Skills: Animal Empathy; Concentration; Intimidate; Intuit Direction; Knowledge (Nature); Scry; Sense Motive; Spellcraft; Wilderness lore

Armor and Weapon Proficiencies: As druids.

Level.....Abilities Gained
1...........Spirit Guide; Scent; Taboo
2...........Spirit tongue (Animals); Mad Insight
3...........Spirit Sight; Taboo
4...........Terrains Eye; Read the Soul
5...........Awakener; Spirits Tongue (Sentient creatures); Taboo
6…………..Tree Walker; Spirits Tongue (Vermin)
7…………..Spirits Tongue (Plants) Taboo
8…………..Natures Embrace
9…………..Ultimate Truth; Taboo
10…………Final Incarnation

Spirit Guide- To become a Sacrificial Seer, one must perform the Testing Rite. The testing Rite involves eating the eyes of a Sacrifical Seer and sacrificing a close friend using a method suited to the mystical ground the ritual is performed at and the alignment of the druid (i.e a willing participant for Hallowed/Good and unwitting or unwilling for Unhallowed/Evil. As always, True Neutral seers get to choose which method to follow). After finishing the Testing Ritual, the sacrificed animals/cohorts are bound with a powerful spirit of Pain & Prophecy, which is in turn bound to Seer. For his part in the sacrifice, the Seer looses 2 points of Con. The sacrificed animal/cohort cannot be more than 9 HD (7 is not sentient). Spirit Guide takes up 9 HD, either of Animal Companions or Cohorts, and increases by 1 HD per Sacrifical Seer level. If the Spirit Guide possesses an animal or animals, those HD cannot be lost for being out of their natural environment or for mistreatment.
Hit points- The spirit guide adds 4 hit points to the Seers hit point total every level. However, any damage done to spirit guide is taken from the Seers hit point total.
Saves- The spirit guide shares the Seers saves
Attributes- The physical attributes of the spirit guide are those average to its type and Hit Dice advancement. Its mental attributes are the Seers, modified by –2 Int, +4 Wisdom, -4 Cha.
Mystic sight- At 4th level, after the completion of the Soul Sight ritual, the Seer can look through the spirit guides eyes instead of their own. If the Spirit Guide is within 5 feet of the Seer, its vision can be used to direct the Seers actions. However, all actions suffer a –4 penalty at 4th level, a –2 penalty at 6th level and no penalty from 8th level on.
Prophecy- The spirit guide can issue divine prophecies from the source of the Seers power.
· At 1st level, this power acts as the Discern Truth spell once per day and once extra every 3 levels.
· At 2nd level, the Seer can also use this power as an Augrey once per day and once every 3 levels past 2nd.
· At 4th level, the Seer can also use this power as a Speak with Dead once per day and once every 3 levels past 4nd. The spirit guide must have eaten from the flesh of the dead for this to work.
· At 6th level, the Seer can also use this power as a Divination once per day.
· At 8th level, the Seer can use this power as a Commune once per week.


Scent- At Level 1, the Seers senses are extraordinarily advanced. Seers with a Wisdom of 11+ can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures.
Taboo- The Seer must chose one taboo at Level 1, 4, 6 & 7. She is not allowed to violate these taboo under any conditions. If she does, she looses her spells and class abilities until she atones. She also suffers a –1 Con per day until she reaches half her total ability score until they atone. Examples of taboos include dietary (cannot eat meat, vegetables, non-sentient creatures, must fast during darkness), hygienic (cannot bathe, must bathe ritually), linguistic (must speak in riddles or rhyme, must always speak through a designated intermediator; must always sing), ect ect.

Spirit Tongue- After reaching 2nd, 7th and 8th levels, the seer must enter a hallowed area with his spirit guide. In the following ritual, the Seer looses his tongue in a suitable sacrificial act. For the following week, the character is completely mute and looses the ability to telepathically communicate with his Spirit Guides. At the end of the week, the character develops an ability to speak without a tongue and gains a further mystical ability to speak with the denizens of nature. At Level 2, the character can comprehend and communicate with animals at will. At higher levels, the character can comprehend and communicate with all sentient beings, vermin and plants.

Mad Insight- At 2nd level, the seer develops an intuitive ability to prepare for threats as them come. The seer applies her Intelligence modifier (if positive) as a bonus to all saving throws.

Spirit Sight- After reaching 3rd Level, the seer must enter a hallowed area with his guides. In the following ritual, the Seer looses both eyes in a suitable sacrificial act. For the following month, the character is completely blind and looses the ability to see through his Spirit Guides eyes. At the end of the month, the character develops a mystical ability to see the Spirit World. This sight works to a range of 30 feet and shows all objects (i.e walls and spoons) within 10 feet, all ethereal, insubstantial and invisible items within 20 feet, all magic objects in 30 feet and all living objects in 60 feet. Individuals with a powerful life force or exceptional items can be seen in the haze beyond that range. Restoration spells, polymorphing spells and the like can create non-functional eyes but these fall out on the next new moon. The eyes that fall out can be used in a Testing Rite.

Read the Soul- At will, the seer can detect law and evil as spell-like abilities. These abilities duplicate the effects of the spell detect law and evil spells.

Terrains Eye-At will, the seer can gain knowledge of the surrounding territory. The seer gains knowledge of three facts every ten minutes, choosing from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or the general state of the natural setting. In outdoor settings, the spell operates in a radius of one mile/2 levels of Sacrificial Seer. In natural underground settings the range is limited to 100 feet/2 levels. The ability does not function where nature has been replaced by construction or settlement such as in most cities.

Awakener- After reaching 5th Level, the seer must enter a hallowed area with his guides. In the following ritual, the Seer has the last vestiges of his sanity stripped by a Spirit of Sacrifice & Prophecy. For the following month, she fluxes between catatonia and mad screaming fits. She also permanently looses 2 points of Int and Cha. At the end of the month, the character develops a mystical ability to awaken the spirits in trees and animals. This works like the Awaken spell but with no XP cost. The Will save must still be rolled. It can be used once a week.

Tree Walker- After reaching 6th level, the seer must enter a hallowed area with his guides. In the following ritual, the Seer is shifted into the shape of a nonsentient tree for a week. She also permanently looses 2 points of Dex. At the end of the month, the character develops a mystical ability to walk between trees of the type he became. This works like the Tree Walker spell but with double the range.

Natures Embrace- At 8th level, the Seer has reached a level of communion with nature that grants her a limited invulnerability to elemental damage (acid, cold, fire, electricity, or sonic). The seer can ignore the first 10 points of elemental damage from every individual attack. The spell protects the recipient’s equipment as well. Protection from elements absorbs only damage. The character could still suffer unfortunate side effects.

Ultimate Truth- At 9th Level, the Seer can simultaneously activate True Seeing, Invisibility Purge and Zone of Truth once per day/4 divine spell casting levels as a 15th level caster.

Final Incarnation- At 10th level, the Seers body turns to dust and a new one is formed. She has achieved oneness with the Prime Material Place they were born in and become an Avatar of its natural cycle. Firstly, the Seer gains a + 2 to Con, Dex, Int and Cha. Secondly, if the Seer drops to negative hit points, she makes a Will save. If the save is made, the Seer automatically reincarnates in a place sanctified for their alignment and divine practices.
 

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Cool class, however:

The rituals should probably be altered such that they are optional - ie the seer can choose not to perform them, but doesn't gain the benefits until they do. Otherwise it will result in a serious straining of verisimilitude as the seer just suddenly wakes up one day (when he levels) and is forced to leave the party and gouge his eyes out, regardless of his current situation.

Mad insight: Why int modifier? Intelligence isn't intuition, it's book learning. Wisdom is intuition. Given the fact that this is a druid, this is probably not a good idea - it boosts wisdom even further. I'd suggest some form of flat bonus (which may scale with level).

I'd suggest changing all the "the seer loses 2 con" to "the seer gains an inherent penalty to con", or at the very least specifying it more thoroughly. As written, I doubt there's much to stop the druid from merely using greater restoration to regain the points.

Next up - I don't think you could sacrifice an unwilling animal companion - remember that animal friendship can automatically whether the caster is going to mistreat the animal. Hell, I'm not sure you could even sacrifice a willing one - they couldn't be an animal companion because the spell wouldn't let them be.

You really need some more rules for the blindness of the seer - specifically, as written, it would seem that the seer cannot detect nonmagical objects. Hence they do things like walk into doorframes etc... is this right? If so, specify it.
 

All good points. On your specific points-

The rituals should probably be altered such that they are optional - ie the seer can choose not to perform them, but doesn't gain the benefits until they do. Otherwise it will result in a serious straining of verisimilitude as the seer just suddenly wakes up one day (when he levels) and is forced to leave the party and gouge his eyes out, regardless of his current situation.

This seems perfectly reasonable. Perhaps with a stipulation that the seer cannot perform the higher rituals until they have completed the lower ritual? And they cannot be done within a certain period of time from each other?

Mad insight: Why int modifier? Intelligence isn't intuition, it's book learning. Wisdom is intuition. Given the fact that this is a druid, this is probably not a good idea - it boosts wisdom even further. I'd suggest some form of flat bonus (which may scale with level).
Another good call. A flat +2 to all saves, with becomes +4 at 7th level, perhaps?

I'd suggest changing all the "the seer loses 2 con" to "the seer gains an inherent penalty to con", or at the very least specifying it more thoroughly. As written, I doubt there's much to stop the druid from merely using greater restoration to regain the points.
It is unclear as written. Of course, I wouldn't allow those points to be restored before achiecing Final Incarnation.

Next up - I don't think you could sacrifice an unwilling animal companion - remember that animal friendship can automatically whether the caster is going to mistreat the animal. Hell, I'm not sure you could even sacrifice a willing one - they couldn't be an animal companion because the spell wouldn't let them be.

Hmmmm... given that the Seer can detect evil and law, perhaps it would be reasonable to say there are no evil and no lawful seers. That way, all of them perform their rituals of hallowed grounds. However, I personally don't think a willing sacrifice on the part of a caster and their companion is necissarily mistreatment. After all, the soul of the animal does come back rebound. Unwilling sacrifice, though, is definitely out.

You really need some more rules for the blindness of the seer - specifically, as written, it would seem that the seer cannot detect nonmagical objects. Hence they do things like walk into doorframes etc... is this right? If so, specify it.
As its written, they can see all items within 10 feet after that first month. This means they don't generallly walk into doorways. I was thinking of shifting the scales around to be a little more penalising- he has lost his eyes and is seeing into the Spirit World, after all.

I was thinking he could see inanimate objects that are up to 5 feet away, living creatures up to 5 feet away per HD, magical items and spells within 5 feet per caster level used in creation and all ethereal, insubstantial and invisible items as normal.

I wanted to make it more severe because the Mystic Sight ability of the Spirit Guides somewhat negates the loss.
 

Marvin said:
All good points. On your specific points-

This seems perfectly reasonable. Perhaps with a stipulation that the seer cannot perform the higher rituals until they have completed the lower ritual? And they cannot be done within a certain period of time from each other?

You probably don't need to enforce a period of time BETWEEN rituals, but certainly stipulate that they cannot overlap the recovery times (ie - one ritual must be fully completed before the next one starts - no being blind and dumb and catatonic/raging all at once).


Another good call. A flat +2 to all saves, with becomes +4 at 7th level, perhaps?

Sounds about right.


Hmmmm... given that the Seer can detect evil and law, perhaps it would be reasonable to say there are no evil and no lawful seers. That way, all of them perform their rituals of hallowed grounds. However, I personally don't think a willing sacrifice on the part of a caster and their companion is necissarily mistreatment. After all, the soul of the animal does come back rebound. Unwilling sacrifice, though, is definitely out.
I wasn't sure whether the animal came back as itself, or there was just some form of "energy" harvested from it. Perhaps a clarification would be in order?

As its written, they can see all items within 10 feet after that first month. This means they don't generallly walk into doorways. I was thinking of shifting the scales around to be a little more penalising- he has lost his eyes and is seeing into the Spirit World, after all.
Oops, I missed that. Coming back, why does the sense work within 30ft (first sentence), but also within 10, 20 and 60 feet? Probably scrub that 1st sentence with the 30 ft in it? It would just appear to be a left-over or something. Apart from that, no real problem with it.

I was thinking he could see inanimate objects that are up to 5 feet away, living creatures up to 5 feet away per HD, magical items and spells within 5 feet per caster level used in creation and all ethereal, insubstantial and invisible items as normal.

I wanted to make it more severe because the Mystic Sight ability of the Spirit Guides somewhat negates the loss.
True.
 
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I wasn't sure whether the animal came back as itself, or there was just some form of "energy" harvested from it. Perhaps a clarification would be in order?

I was thinking of leaving it as more of a "Mystery of the Universe" thang. You know, it looks like the animal, it shares many characteristics with the animal, but its also twisted, inscrutible and more closely bound to you than ever. Is it really the same animal? You don't know, and the animal didnt know, but you were both willing to take the risk...

With the sunsequent range of the Spirit Sight, he won't be pumping into doors, but he might well bump into low-level peasents, have trouble dodging horses and be at real risk from non-magical ranged attacks- all of which are good things. The Seer really shouldn't be living in a city but only visiting one shortly, even more certainly that the druid or nature priest.
 

One thing I would change is have the awaken ability be a limited duration. That way you can do it all the time, but the effects don't last. I like the idea of whereever teh seer goes, everything starts becoming intelligent, but then the effects fades as she leaves.

About the sight thing, rememeber if you make it too complex it will be hard to play. So I would go with one sight range for items, objects, etc. Going 5 ft for some things, then 5 feet per HD or something gets complicated fast.
 

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