|To Medieval Classes|
Mythic Vistas Setting for 3rd Era Games
By Graeme Davis and Scott Bennie
A soothsayer is a character
with unusual insight into the future. Soothsayers specialize in divination
spells, and have an array of skills that help them see the truth and predict
what is to come. NPC soothsayers do not travel widely, relying instead on
their reputations to bring questioners to them; some, like the Sybils of Cumae
and the Oracle of Apollo at Delphi, were visited
by kings and emperors. PC soothsayers may travel more widely, seeking further
knowledge and insight.
Hit Die: d4.
To qualify to become
a soothsayer, a character must fulfill all the following criteria.
class skills (and the key ability for each skill) are Appraise (Intelligence), Concentration
(Constitution), Decipher Script (Intelligence), Knowledge (all) (Intelligence), Sense Motive (Wisdom), Spellcraft
(Intelligence), Spot (Wisdom), and Use Magic Device (Charisma).
Skill Points at Each
Level: 2 + Intelligence modifier.
|Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|+1||+0||+0||+3||Clear sight||+1 level of existing spellcasting class|
|+1||+1||+1||+3||||+1 level of existing spellcasting class|
|+2||+1||+1||+4||Accurate sight||+1 level of existing spellcasting class|
|+2||+1||+1||+4||||+1 level of existing spellcasting class|
|+3||+2||+2||+5||Omens||+1 level of existing spellcasting class|
|+3||+2||+2||+5||||+1 level of existing spellcasting class|
|+4||+2||+2||+6||Defensive vision||+1 level of existing spellcasting class|
|+4||+3||+3||+6||||+1 level of existing spellcasting class|
|+5||+3||+3||+7||Greater lore||+1 level of existing spellcasting class|
The following are features
of the soothsayer prestige class.
WEAPON AND ARMOR PROFICIENCY
Soothsayers gain no proficiency
with any weapon or armor.
A soothsayer casts all
divination spells at +1 caster level, and can learn divination spells that
are not normally available to spellcasters of his class. For example, a wizard
soothsayer can learn the commune spell, even though it is normally only available
to divine spellcasters. He also gains a +5 bonus to all Use Magic Device checks
involving items with at least one divination function.
CLEAR SIGHT (EX)
Starting at 2nd level,
a soothsayer may add one-half his class level to all Search and Spot checks.
SPELLS PER DAY
Starting at 2nd level,
with a new soothsayer level is gained,the character gains new spells per day
(and spells known, if applicable) as if he had also gained a level in a spellcasting
class he belonged to before he added the prestige class. He does not, however,
gain any other benefit a character of that class would have gained. This essentially
means that he adds the level of soothsayer to the level of some other spellcasting
class the character has, then determines spells per day, spells known, and
caster level accordingly. If the character had more than one spellcasting
class before he became a soothsayer, the player must decide to which class
he adds each level of soothsayer for the purpose of determining spells per
ACCURATE SIGHT (SU)
Soothsayers of 4th level
or higher can discern the nationality, class, and Fame of anyone they meet.
If the subject is disguised (mundanely or through magic), the soothsayer is
allowed a Spot check to penetrate the disguise; if hes unsuccessful,
he can only determine the nationality, class, and Fame that the subject is
trying to exhibit.
A soothsayer of 6th or higher level is able to ask the gods for hints of unspecified future event. The soothsayer must prepare himself for the omen by entering a contemplative state (but not necessarily a trance) requiring a DC 10 Concentration check (DC 15 if there are significant distractions), opening himself up to the revelation to come. An omen is then presented to either the soothsayer or the client who commissioned the omen within the next 24 hours (although the omen could pertain to an event days, weeks, or even years in the future). The omen is out of the ordinary enough to be obviously a response to the request, but the interpretation of the omens meaning is left up to the soothsayer or to the client. A DC 10 bardic knowledge or Knowledge (religion) check must be made to correctly identify the context of the omen, and a DC 15 check (bardic knowledge, or a specific Knowledge skill pertaining to the subject matter: religion, arcana, nobility and royalty, etc.) must then be made to decipher the exact meaning. Some guesses can be made as to the nature of the omen from the nature of the god petitioned by the soothsayer: a fertility goddess is unlikely to send omens concerning war, while a god of war is unlikely to predict the coming harvest.
Categories of omens and
how they may be presented, include:
The god promises victory
in an upcoming battle: A two-headed snake slithers up to the soothsayer,
but instead of attacking him, each head attacks the other. The client finds
the helmet of an enemy warrior, split in two.
The god warns of defeat
in an upcoming battle: The client encounter an ancient battlefield, littered
with the bleached bones of the dead. The soothsayer cuts himself with his
dagger as hes sharpening it.
The god counsels a
peaceful approach: A hawk attacks a dove, but is struck by a lightning
and slain. A cache of swords is found rusted from disuse.
The god recommends a belligerent stance: The soothsayer misplaces his knife and its found skewering an olivebranch to a table. The clients armor is polished and oiledeven though he hasnt tended it in days.
The god warns of treachery: The client comes across a skeleton is found with a dagger sticking out of its back. The soothsayer witnesses one scorpion stinging another to death as they fight over a morsel of food.
(Note: The omens
revealed have to walk the line between the obvious and the obscure, but its
better to be too obvious than it is to be too obscure. If the players figure
out the omens meaning without rolling skill checks, thats not
a bad thing.)
DEFENSIVE VISION (SU)
At 8th level and higher,
a soothsayer adds his Wisdom bonus (if any) to his Armor Class. The Wisdom
bonus represents a preternatural awareness of danger due to waking visions
of impending attacks; the visions arent clear and early enough to enable
him to avoid the situations depicted, but they allow him to modify his immediate
circumstances enough to helpguard his person. A soothsayer doesnt lose
the bonus even insituations when he loses his Dexterity modifier due to being
unprepared, ambushed, stunned, and so on. He does lose his bonus when immobilized.
Defensive visions only apply to the soothsayer himself; he never receives
visions he can share with others to give them similar AC bonuses.
GREATER LORE (SU)
At 10th level, a soothsayer
gains the ability to comprehendan objects significance. Whenever a soothsayer
touches a magic item, he automatically learns all of the items magical
properties as though he had cast an
identify spell. As with the spell, the soothsayer learns nothing when touching artifacts or items of similar power.
|To Medieval Classes|
The Worlds of Mankind is owned and created by Mark John Goodwin
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards
of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.