PRIEST-MONK KIT Seer Description: Seers are somewhat mysterious and generally rather reclusive priests who operate outside of church hierarchies, following deities with major interest in divining, lore, discovery, thought, reason, and similar areas. They often live as hermits in the wilderness, seeking for some greater truth or attempting uncover some mystery of the universe. Seers care little for the physical appearance and worldly trappings and may appear disheveled, distant, or even insane when dealing with others. They follow voices that only they can hear and see sights meant for no other eyes. With their sight of things unseen by others, Seers often face a lack of understanding when interacting with others who cannot perceive the world the way they do. While others consider them strange and distant--'touched by the gods'--they are generally accorded a high degree of respect as fountainheads of wisdom, and their advice is often sought in arbitrating disputes impartially. Adventuring Seers typically join up with adventuring parties in furtherance of some great task given them by their deity. Some take the opportunity to serve as spiritual guides for their companions or attempt to find among them converts to their faith, while others enjoy being very secretive and intentionally obscure about their goals and motivations. Any race except half-ogres can produce Seers. A Seer must have Intelligence and Wisdom of at least 15. Seers can be of any alignment. Weapons & Armor: Club (any), sling, staff, staff sling. Seers cannot use shields or wear armor. Special Benefits: A Seer's insight into the nature of the universe and deep perception, looking beyond the normal bounds of reality, grants him or her the following special abilities as he or she increases in level. Unlike other Monks, a Seer's abilities do not replace those already gained to members of the priesthood, but are gained in addition to them. These abilities are as follows: Meditation: As a Monk. Second Sight: All Seers gain the ability to detect hidden or invisible objects or creatures (including secret doors and hidden compartments), see through disguises or illusions, note the fact that a given creature is shapechanged or polymorphed into another form, determine the plane of origin of any individual creature (or a planar gate), or to detect magical or psionic ability in any creature. In order to use this ability, the Seer must concentrate for a full round, preventing any other action during the round the power is used. The chance of successfully using Second Sight is 25% + 5% per level of the Seer. This power can be used as often as desired. If more than one of the above conditions exists within the 100' of the Seer, a separate check should be made for each. A Seer's Second Sight ability improves at 5th level, enabling the detection of magic on an object or creature, the detection of curses (including cursed magical items and area), and detection of magical traps). In addition, if the percentile roll succeeds by a margin of 30 or more he or she is able to determine the precise nature and type of magic detected. A Seer's Second Sight improves still further at 9th level, enabling him or her to perceive the alignment aura of creatures. A Seer scan one creature per round within 100' with the effect of a know alignment spell. Further, if the creature's alignment is magically screened or disguised, the Seer can still detect alignment, but at only half the normal chance of success. If the percentile roll succeeds by a margin of 30 or more the Seer will also be able to determine the method being used to obscure alignment aura. A Seer of 11th level or higher can also detect mechanical traps, with success by a margin of 30 allowing determination of the type of trap. Sense Hidden: The paranormal insight possessed by Seers allows them a 5% per level chance of seeing through any illusion (including invisible creatures or objects) or to detect secret doors, concealed panels, and similar hidden objects. Illusory effects are perceived as shadowy, translucent images. This detection ability operates continuously, and the Seer need not declare it as an action. Even if this check is failed, a Seer gains a +2 bonus to saves vs. illusions. Note that even if a Seer does not automatically notice something with Sense Hidden, he or she can still perceive it through the active use of Second Sight. A Seer of 7th level and above can also use this ability to detect deception in the spoken word, assuming that he or she can understand the speaker's language. This ability need not be declared--it functions automatically whenever a Seer converses with someone. Note that Sense Hidden reveals only intentional falsehood (including intentional half-truths or withholding of information); nothing will be noted if the speaker relates a falsehood that he or she believes to be true or if he or she truly knows nothing about what is being asked by the Seer. An undetectable lie spell or similar magic will cause the Seer to believe that the speaker is being truthful. A natural roll of 96-00 will give an incorrect result (detecting falsehood where there is none). Other unsuccessful results merely give the Seer no information. A Seer of 13th level and above has such an acute sense for avoiding misdirection and confusion that he or she can attempt to find the path through the use of Sense Hidden. The check must be made at each point where a direction must be chosen, and each time after the first that this ability is used during a given day applies a cumulative -10 penalty to the chance of success. Special Hindrances: Seers are loners and tend to avoid the company of others. They never attract henchmen or followers of any kind, and though they sometimes will visit monasteries to study or seek out ancient lore, they never establish or maintain such places themselves. They otherwise share the same disdain for material wealth that characterizes other Monks. They tend to eschew the pro forma ritual of monastic existence, and as a result they do not learn the skills of Concentration and Ritual Purification. Likewise, they do not have the broad- based training across all areas of knowledge of a typical Monk, gaining access only to the General and Priest NWP lists. In addition to this, Seers devote themselves to a life of contemplation and are ill-trained for combat, and as a result they suffer a -1 penalty to all attack rolls in melee or missile combat (including attack rolls with ranged or touch spells). Unlike typical Monks, they do not study Martial Arts. Bonus Proficiencies: Sixth Sense Required Proficiencies: Magical Awareness, Observation, Psionic Detection Preferred Proficiencies: Alertness, Ancient History, Artistic Ability, Astrology, Astronomy, Awareness, Direction Sense, Distance Sense, Divining, Etiquette, Healing, Herbalism, Hypnosis, Language (Ancient), Language (Modern), Musical Instrument, Navigation, Pottery, Reading/Writing, Religion, Seamstress/Tailor, Spellcraft, Supernumerate, Time Sense, Weaving