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| rules:part_2_player_characters:seer [2025/06/12 17:18] – removed - external edit (Unknown date) 127.0.0.1 | rules:part_2_player_characters:seer [2025/06/20 21:19] (current) – external edit 127.0.0.1 | ||
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| + | ====== Viking Seer ====== | ||
| + | {{ gaz: | ||
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| + | ^ Level ^ XP | ||
| + | | 1 | 0 | 1d4 | ||
| + | | 2 | 1,750 | 2d4 | ||
| + | | 3 | 3,500 | 3d4 | ||
| + | | 4 | 7,000 | 4d4 | ||
| + | | 5 | 14, | ||
| + | | 6 | 28, | ||
| + | | 7 | 56, | ||
| + | | 8 | 120, | ||
| + | | 9 | 200, | ||
| + | | 10 | 280, | ||
| + | | 11 | 360, | ||
| + | | 12 | 440, | ||
| + | | 13 | 520, | ||
| + | | 14 | 600, | ||
| + | | 15 | 680, | ||
| + | | 16 | 760, | ||
| + | | 17 | 840, | ||
| + | | 18 | 920, | ||
| + | | 19 | 1, | ||
| + | | 20 | 1, | ||
| + | |||
| + | The Viking Seer is a powerful mystic who stands between the mortal world and the realms of spirits and fate. They do not wield arcane formulae like a magic-user, nor are they granted power by a specific deity like a cleric. | ||
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| + | Viking Seers are figures of profound mystery and power, often operating outside the ordinary social structures of their community. | ||
| + | |||
| + | A Viking Seer’s prime requisite is Wisdom. | ||
| + | |||
| + | |||
| + | ==== Special abilities ==== | ||
| + | |||
| + | **Spirit Sight: ** A Viking Seer has an innate ability to perceive the presence of spirits and the subtle workings of fate around them. They always have a vague sense of unnatural presences (such as powerful natural spirits, fey, or unquiet undead) within 30 feet. This manifests as an uneasy feeling, a faint whisper, or a chill in the air, not a direct visual. | ||
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| + | **Ritual Trance: ** To prepare spells for the day, the Seer must enter a ritual trance during their rest. This involves quiet meditation, chanting, or focused ritual actions. This trance ensures their connection to the spiritual realms is strong enough to channel their magic. | ||
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| + | **Visions of the Fates: ** This new ability allows the Seer to gain a specific, albeit brief and symbolic, glimpse of immediate danger or opportunity, | ||
| + | |||
| + | **Spirit Sense**: Once per day, as an action, the Seer can attune their senses to the immediate spiritual energies around them. For the next 1d4 rounds, the Seer gains a +1 bonus to their attack rolls and AC against invisible or ethereal creatures, and against creatures primarily composed of elemental or spiritual energy. This bonus also applies to saving throws against effects generated by such creatures. | ||
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| + | **Protective Charm: ** This new ability lets the Seer create a temporary ward on a small object for an ally, granting a minor bonus to a specific saving throw or ability check. This emphasizes their role as a protector and charm-maker within the community. | ||
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| + | **True Seer: ** The Seer’s mastery of spiritual insight culminates. They gain a permanent +1 bonus to their Wisdom score (cannot exceed 18). Their interpretations of visions become clearer, and their connection to the unseen world is profound. | ||
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| + | **Stronghold and Followers: ** Upon reaching 10th level, a Viking Seer may establish a stronghold, typically a sacred space, a revered shrine, or a secluded dwelling in an untouched wilderness. This stronghold will attract a number of loyal followers (as per standard Basic Fantasy RPG rules for a Sage). | ||
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| + | ==== Spell lists ==== | ||
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| + | * **1st level: ** Blessing of the Earth, Sense Omens, Speak with Spirits (Minor), Spirit Lore, Heal Minor Wounds | ||
| + | * **2nd level: ** Calm Animal, Clairaudience, | ||
| + | * **3rd level: ** Summon Animals (1d4), Clairvoyance, | ||
| + | * **4th level: ** Divination, Force of Nature, Remove Curse, Spirit Walk, Visions of Truth | ||
| + | * **5th level: ** Commune with Ancestors/ | ||
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| + | {{tag> | ||



