Game Mastery Guide | Monsters | Seers

Seers

Beyond the world of the mundane lie truths and mysteries veiled from mortal eyes. Yet some possess the insight and art to gaze past the veneer of supposed reality, taking in realms both wondrous and terrible. Touched by the gods, magic, or madness, these seers stand apart from other mortals, viewing their powers as blessings or curses even as they explore the interweaving threads of fate and treat with the powers of realms beyond.

Doomsayer

Super Race: human adept 3. Cr: 1. Xp: 400. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: -1. Senses: Perception +5. Ac: 11, touch 9, flat-footed 11 (+2 armor, -1 Dex).
Hp: 10 (3d6).
Fortitude: +1. Reflex: +0. Will: +5.
Speed: 30 ft.. Melee: sickle +1 (1d6). Ranged: dart +0 (1d4). Strength: 11. Dexterity: 9. Constitution: 10. Intelligence: 8. Wisdom: 15. Charisma: 12.
Base Attack: +1. Cmb: +1. Cmd: 10.
Feats: Persuasive, Scribe Scroll, Skill Focus (Intimidate).
Skills: Diplomacy +4, Heal +6, Intimidate +7, Knowledge (religion) +3, Perception +5, Perform (oratory) +2, Profession (scribe) +6, Sense Motive +4, Spellcraft +3, Survival +6.
Languages: Common. Special Qualities: summon familiar (toad). Combat Gear: scrolls of cause fear (4), command (4), cure light wounds (4), sleep (4). Other Gear: leather armor, sickle, darts (4). Boon: A doomsayer can spread word of the party's fearsome reputation, granting a +2 circumstance bonus on Intimidate checks in that community for 1 week. A doomsayer can also scribe scrolls for PCs at a 10% discount..
adept spells prepared: (CL 3rd; concentration +5)

1st-bless, burning hands (DC 13), obscuring mist

0-ghost sound (DC 12), guidance, touch of fatigue (DC 12)


Doomsayers are ranting demagogues who continuously predict doom, cataclysm, and ruin, crying in the town square and distributing pamphlets in literate communities. A doomsayer may build up a cult of personality, but they are happiest when they can ensure that others are miserable.

Doomsayers can be used as primitive witch doctors or shamans, dark cultists, witches, or rough frontier “priests” in remote villages or other areas without organized clergy.

A doomsayer often keeps a pair of acolytes or beggars as disciples (CR 3 or 4), or works with a group of three wanderers or cultists (CR 6). A doomsayer might also be apprenticed to a hedge wizard (CR 5), while an urban doomsayer could partner with a gang of four pickpockets (CR 4) who work the crowd that gathers to hear the doomsayer speak. Replacing Skill Focus (Intimidate) with Skill Focus (Heal) creates a lay healer who might be found with a pilgrim (CR 4).

Medium

Super Race: human cleric 5. Cr: 4. Xp: 1,200. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +1. Senses: Perception +8. Ac: 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield).
Hp: 22 (5d8).
Fortitude: +5. Reflex: +3. Will: +8.
Speed: 20 ft.. Melee: light mace +2 (1d6-1). Ranged: dart +4 (1d4-1). Special Attacks: channel positive energy 7/day (DC 14, 3d6). Strength: 8. Dexterity: 12. Constitution: 10. Intelligence: 14. Wisdom: 17. Charisma: 14.
Base Attack: +3. Cmb: +2. Cmd: 13.
Feats: Alertness, Extra Channel, Shield Focus, Turn Undead.
Skills: Diplomacy +10, Heal +11, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Profession (midwife) +9, Sense Motive +13, Spellcraft +6.
Languages: Celestial, Common, Infernal.
Gear: +1 chainmail, heavy wooden shield, light mace, darts (2), cloak of resistance +1, silver holy symbol, augury focus. Boon: A medium can cast augury, speak with dead, or gentle repose at no charge, or magical healing at a 10% discount..
domain spell-like abilities: (CL 5th; concentration +8) 6/day-calming touch (1d6+5 nonlethal), gentle rest cleric spells prepared: (CL 5th; concentration +8)

3rd-bestow curse (DC 16), helping hand, speak with deadD

2nd-augury, gentle reposeD, silence (DC 15), spiritual weapon

1st-bless, command (DC 14), comprehend languages, deathwatchD, sanctuary (DC 14)

0 (at will)-detect magic, guidance, light, read magic

D domain spell; Domains Community, Repose


A medium is a speaker who bridges the worlds of the living and the dead. She proclaims rest and blesses gravesites, ushering in birth and consigning the dead to the ground, yet it is also her seance that recalls the shades of the lost and ensures the continuity of a community's past, present, and future.

A medium could be a village priestess or wise woman, or can simply be used as a generic wandering cleric, or one of many low-to-mid-level priests staffing a temple.

A medium might be accompanied by two acolytes or a doomsayer (CR 5), or two cultists (CR 6). A medium and hedge wizard (CR 6), hermit (CR 7), or conjurist (CR 7) could preside over a forest oracle or be traveling mendicant mystics. A medium and two acolytes might accompany a priest (CR 9), while five or six mediums could form the entourage for a saint (CR 12) or high priest (CR 13).

Fortune Teller

Super Race: human bard 3/sorcerer 3. Cr: 5. Xp: 1,600. Alignment: CN. Size: Medium. Creature Type: Humanoid.
Init: +1. Senses: Perception +5. Ac: 11, touch 11, flat-footed 10 (+1 Dex).
Hp: 23 (6 HD; 3d8+3d6).
Fortitude: +3. Reflex: +6. Will: +8; +4 vs. bardic performance, language-dependent, and sonic.
Speed: 30 ft.. Melee: dagger +2 (1d4-1/19-20). Ranged: dagger +4 (1d4-1/19-20). Special Attacks: bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1). Strength: 8. Dexterity: 13. Constitution: 10. Intelligence: 14. Wisdom: 12. Charisma: 18.
Base Attack: +3. Cmb: +2. Cmd: 13.
Feats: Eschew Materials, Extra Performance, Magical Aptitude, Skill Focus (Perform [act]), Skill Focus (Sleight of Hand).
Skills: Bluff +16, Diplomacy +10, Disguise +16, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (act) +16, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Use Magic Device +15.
Languages: Aklo, Common, Draconic, Sylvan. Special Qualities: bardic knowledge +1, bloodline arcana, versatile performance (act), woodland stride. Combat Gear: scrolls of animate rope, comprehend languages (4), erase, magic aura, magic mouth; wand of unseen servant (50 charges); smokesticks (2); thunderstones (2). Other Gear: daggers (2), cloak of resistance +1, non-magical crystal ball, tarot cards, augury focus. Boon: A fortune teller could advise PCs on the best ways to trick those in a particular community, granting them a +2 circumstance bonus on Bluff and Intimidate checks in that area for 1 week..
bloodline spell-like abilities: (CL 3rd; concentration +7) 7/day-laughing touch sorcerer spells known: (CL 3rd; concentration +7)

1st (6/day)-charm person (DC 15), entangle (DC 15), hypnotism (DC 17), mage armor

0 (at will)-arcane mark, daze (DC 16), detect magic, ray of frost, prestidigitation

Bloodline fey

bard spells known: (CL 3rd; concentration +7)

1st (4/day)-cure light wounds, hideous laughter (DC 17), silent image (DC 15), ventriloquism (DC 15)

0 (at will)-ghost sound (DC 14), know direction, mage hand, message, read magic, resistance